ActionScript 2.0 :: Labeling Different Frames As #p Prints Them All?
Oct 23, 2002
I'm trying to print different frames of my movie, which are located in different scenes. I've put a frame label named #p on every frame that I want to get printed when the user presses a button. Code for this button is:
[Code]....
This actually works fine, the specific frame gets printed OK but all of my other frames labeled #p are printed too! And part of my dynamic loaded data (information of tables, texts, etc.) cannot be seen anymore after printing! It seems as if all dynamic information gets lost. Is there any way of printing just the frame I'm asking for and not all of them? What about the "duplicate label" warning? Is it OK to ignore it?
In AS 2.0, I used to be able to make a single movie clip that I could re-use over and over again as a button. Each instance of this button would then be dynamically labeled at runtime based on some code using onClipEvent(load) and textFormat. I tried to so something similar using actionscript 3.0 and came up against some problems.
The button is instance named "lgndOneBedroom_mc" and this is the code on the root timeline:
What I have is a button "template" called home_btn.I attach an instance of this button template called Home1 to a movie on the main timeline called "Bottombar1". This works.Now the home_btn template contains a field, dtxt. I try to name this "Home" but it does not work. The last two lines do work fine. Can anyone tell me why I may place the button, move it, but not change that field?
I've made a graph application in AS3. You can plot points and then lines draw between the points to form a polyline/polygon. At each point a label (textfield) is dynamically placed to label that point, i.e. A for the first point B for the second etc. What I'm struggling to understand and properly implement is how to make sure the label is not being overlapped by a line using simple trigonometry. I'm calculating the acute angle for the intersection between the two lines at each point and then substracting 360 degrees from that to get the angle of reflex. At this point I get lost. How can I place a textfield at the middle of that angle of reflex (basically the opposite side of where the lines are drawing to). Or, is there a better strategy for placing the textfields and insuring they are not overlapped by the lines?
I am having a problem with my printJob. I have a button setup to call the printJob. When I click it the pages that I want to print, print properly the first time. But then if I click the button again to print the same page, it does not work. The button continues to work and calls the function properly, but after that it does not work. Here is the code that I am using:
public function Print_PTSD(event:MouseEvent):void{ trace("Print button clicked"); //Generate the Sprite to be printed
I need to create a button that when clicked will print out the contents of a movie clip which will be some text and background graphics. Not sure how to go about this, but it should be in AS3.
I am building a very basic report writer for an AIR application that I am developing. I am using the Flash PrintJob class to output the contents of my report (in which pages are stored as Canvas objects in a ViewStack object).The problem is, only the content that I see in the report preview screen gets printed.Is there a way that I can print what the Canvas object contains not just what is visible? Here is a code snippet that I am using:
protected function doPrintReport(event:Event):void { var pj:PrintJob = new PrintJob();
I'm building a stand alone presentation application (.exe) in Flash CS4, and want to add a print button which prints current frame. Tried to find about that everywhere on internet, but didn't quite found what I need. So when someone clicks the button, I wish to save that image in original size as bitmap or jpeg image. How can I do that?
I've been making flash based websites recently with a simple PHP and MySQL backed CMS. The only problem I'm getting is when the text is loading from the database into the dynamic textfield in the flash movie, it prints either 'false' or '_level0...' The text does eventually load correctly, any way I can get it to print LOADING instead of these two or something similar?
I have a problem about input text fields. I have an application that uses input text field and users can write and print. The problem is sometimes the input text fields backgrounds prints grey instead of white. In my actionscript code I have the properties to config background and stuff and even so the grey boxes always appear.
I've got an application which gives the viewer the capability to create a design then further customize it with their own art, i.e. a logo, which can be a .jpg, .gif or .png. I may narrow the file options down, but right now I'm finding when one prints this design (I have a "print" button as well) any transparent .png file that's in this design prints out with a white "box" that is obviously the canvas on which said .png was designed.
So I'm trying to get cute again by building stacks of buttons dynamically, then labeling them from an external text file. The code I have so far is as follows:
[Code]...
But I keep getting the error message: Target not found: Target="undefined" Base="_level0" I'm not sure what this means.
I have a sprite that has a scrollbar that uses the scrollrect feature. The sprite has several bitmaps and textfields. When I print the outer sprite (The one with the scrollrect) all of the textfields outside the scrollrect are cut after the first line. In case anyone else is having problems with printing sprites with scrollrects using the bitmap printing option fixes and prints most of the stuff in the sprite. Excluding all textfields outside of the scrollrect. This however can be fixed partially by embedding your fonts.
So now the only problem left is printing multiline textfields that are outside the scrollrect. P.S. Imho the scrollrect should have nothing to do with the printed area of the sprite because the printJob.addPage has a printarea parameter.
I want to create a preloader that plays a certain amount of frames as it loads the rest of the frames. So, I have labels on the frames basically and need a preloader to play the "loading" frames as it is loading the "content" frames. Does that make sense? I have no idea how to even start this one... p.s. I am using AS 2.0, but if it can be done in 3.0 easier, I can switch over its no biggie
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.
basically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.
I have a function that counts days and some other variables and displays the values via dynamic text.
[Code]...
I have to place the incrementCount(): function every 12 frames so that it increments the values. Seems like it would be easier to simply modify the script to count "every 12 frames" but I can't find anything that tells me how to "count frames" in flash. Seems to be this is probably basic but I've searched unsuccessfully....so how do you do this. How do I get my script to work so it's frame based so I don't have to put incrementCount() every 12 frames?
Is it possible to have an movieclip of about 50 frames and navigate between these 50 frames? As if u put a marker on frame 10 and one at frame 30 and if u use a button it plays to frame 10 and stops and use another button to go from frame 10 to frame 30 and stop... and reverse if u use the earlier button.
I want to preload all of the voiceover swf files before a lesson starts so that they are instantly available when each frame / page that incorporates a voiceover is first visited.
I've got a Flash page that has links as Movie Clips (Link1-8). The links are to different services, but right now they link to an external website. I'd like to make these link to different frames of another Movie Clip on the same page (Scrolling_Page).I'm not sure how to go about doing this, as all advice I've gotten hasn't worked thus far. It still just opens up a browser window and says it can't display "undefined".I've included the .fla in case no one can understand my gibberish.
i have my portfolio website which is a 1.5mb big flash presentation and i thought about making a preloader.the problem is that making a preloader for the entire site will take too long to load. i have tried that.
so i thought about making a preloader for each "page" or section of my presentation. for example- just for syneron, or just for m-systems (with each of them have a few diferent pages in the presentation, but their size is managable).
the problem is that i cant find anything is the preloader code that will let met control what frames to preload (for example, frames 100-200).
Say I have a project with many layers, and varying timelines. I now need to do some as3 to add some stuff. So, I create my actions layer. In frame 150, I want some text to appear. Is it ok to insert a keyframe on the actions layer at frame 150, and add the as3 here?
I have a flash application that is split into 12 frames at the top level.When I view the Actions pane, the Scene 1 list reads:ActionScript: Frame 1ActionScript: Frame 2etcIs it possible to rename the frames so the list becomes more readable? egActionScript: IntroductionActionScript: UnitsetcI've tried with frame labels and that doesn't seem to work.
Whenever i watch the tuts on Macromedia they click the time line and it automatically make the Key frames for them, but tmine when i clicked it, it only highlights the section on the time line, and i have to right click on the frame and insert key frames for there. How do you make it so that when u click or double clicked it automaticlally make the key frames on the section of the frame selected
I have been wondering how to do advanced ease in and out between three frames. What I have been trying to figure out, is when using the new tween function in cs4. So what I do is i make a simple animation of a ball going from point a to point b, and apply a ease in and ease out.
now with that in place the animation works great.now if i want to make the ball go to point c with and ease in and ease out. the ease in and ease out is now applied to the whole animation intead of being able to have 2 seperate ease in and ease out for animation from point a to point b, then animation from point b to point c.
is there anyway to make it so that i can multiple ease in and ease out for these frames?
I have all the graphics together,I have a .swf file that is to large it will not play at desired speed. The background images need to run 882 frames while the rest only needs 210 frames. I want all the layers to loop. I am trying to preload the 882 frames but don't know how to.
i facing a problem that.i hav several radio button..when any radio button click, '1' mark will be added..i have 25 radio buttons in different frame but the last value i get alwiz is 0.
i have imported a flv file into my library and placed a instance of it on the time line but It asks me if I want to add the amount of keyframes to show the movie which I would rather not as it slows down every think, is it possible to start the movie from actionscript command in a named frame and not have to add a load of frames?