ActionScript 2.0 :: LoadMovie Command Not Working In Loop Statement?
Oct 28, 2002
I have the following which works fine just out side of the loop statement:
loadMovie("icons/test.jpg", "pIcon0.Icon");
But inside the loop statement no image shows up.
I need it in the loop statement because eventually the code will call the jpgs out of an array based on the loop variable. And put them in a movieclip number by the variable also.
This is an if stament on a frame on the root. I want to loop Carrera(a lenghthy movieclip) from frame 2 back to frame 1. (For testing purposes) This is the code:
As shown in the example... I have entered an action to load a movie when I press a button.It works fine but the original swf was made at 800 by 600 when I need it to be 400 by 200.Is there a way to have the video loaded smaller using some kind of width and height line to the command above?I don't want to have to go redue the swf I am loading in...In the swf, I am working on this for class, so It is not finished or have any real sense to it, other than what is required by the teacher
ok here is my problem (i will explain it to the best of my abilites)i have 3 buttons which each load 1 seperate SWF into an empty movie clipg. servicesbutton loads services.swf into contentsMCthat is fine that is working fine my problem occurs when the loaded movie button is clicked on again... it resets the loaded SWF back to frame 1... how can i make the loadmove command abit more cleverer? like dont load the movie if its already loaded?
My site has a picture gallery. It works with a movieholder and the loadMovie command. It has 9 buttons, one for each picture, and they work. There's also a previous and next button to navigate through the pictures, there the loadMovie command gives problems.
Here are 2 lines that are used in the previous button: Code: _root.site.alles.movieHolder.loadMovie("images/1.swf"); Code: _root.site.alles.movieHolder.loadMovie("images/"+(fotovariabele1-1)+".swf");
I get the following error with that button: Error opening URL "file:///C|/school/multimedia/VOLLEDIG%20NIEUWE%20SITE/images/NaN.swf"
I know nothing about a Nan.swf. I don't understand why these lines don't work in the previous button, because the 1 button (the button that loads image 1) also uses the first line, and that works. I know only very basic actionscript, but the code of the previous and next buttons are supposed to be correct except for those lines with loadMovie. In publish settings is actionscript 2.0 set.
i am trying to write an image gallery using the loadMovie comand, loading jpegs into a blank movie clip the thing is, all the tutorials seem based around issuing the loadMovie command as you press a button to actually view that particular picture what I am trying to achieve is to have maybe the 1st and 2nd image of the gallery included in the flash movie and these load up and show instantly but whilst the viewer is looking at these the swf is busy preloading all the other images in the background. The idea being that images are loaded faster than the navigation that takes place so when the user clicks on the 3rd image it is already loaded and displays instantly and so on and so forth question is, how do i achieve this ? Do i still use loadMovie but have one script at the 1st frame that loads say all 20 images each into a different empty movie clip ?
I have created an interface that uses a lot of the loadMovie command using levels. Once I have loaded a movie on say level 3...in that level 3 movieclip I will have another navigation that will load and then use the loadMovie command to load movie on level 3 as well. It loads it correctly but the back button that would contain the unloadMovie(3) command isn't unloading, say if the user wants to go back.
I have a photographer's portfolio site in the works. I'm using loadMovie connected to thumbail buttons of each photo to show a larger version of the photo. Here is the script[code]...
Now the photographer would also like to have a next/previous arrow buttons so the user can click through like a slide show. Is there a way to have Flash know what movie is currently loaded and based on that information go to the next or previous?
I have this movie [URL] its for a mates building company ok here is my problem (i will explain it to the best of my abilites) i have 3 buttons which each load 1 seperate SWF into an empty movie clip eg. servicesbutton loads services.swf into contentsMC that is fine that is working fine my problem occurs when the loaded movie button is clicked on again... it resets the loaded SWF back to frame 1... how can i make the loadmove command abit more cleverer? like dont load the movie if its already loaded?
I have a HTML stageholder, this calls a "mainMenu.swf" which essentially controls my site. This "mainMenu.swf" has three buttons: intro, portfolio and contact which are all individual movies. So far, all good... When I have clicked into the portfolio section a 3x3 grid loads with nine buttons, one of these buttons loads a preview page for four movies, when I load one of these movies it plays fine. What is the path to get the loadMovie command to jump back to the 3x3 grid page from this movie? Basically, what is the command to jump up a directory when using loadMovie?
I want to load a movie loadMovie ("target", _root....) and so on. My question is can you target a specific scene in the load movie command?? I have a movie with a button that loads a new movie into level 0 so it replaces the first movie. Now in the new movie I have a button that unloads the new movie and loads the previous one. But it starts it off at the veru beginning of the movie. I want it to pick up where the first button click took place.
I've set up an associative array and then loop through each object in the array to animate it.Later on, however,I have a function that will manipulate these objects.How do I set up a command in the loop that will track the location of each object for later use in the next function, as each of the objects will continue to move around the stage until user presses key to send them to another location? (the final location for the tween is known, but not it's original location as it's free to move around until the tween function is activate).I'm looking into getChildIndex, but can't find enough info to understand how this works and whether it's what I need.
I need to loop an if statement, it's based on a OnMouseOut type event so EnterFrame won't work. My issue is I am trying to unLoad image on mouse out, but sometimes more than one image is loaded. I need a loop to check if the mc.numChildren is 0, and if it isn't, remove another Child, then check mc.numChildren. numChildren I discovered tells you how many children (or layers) have been attached.
Heres my pathetic attempt: (which doesn't work, obviously :S) ActionScript Code: var STOPIT:String = "No"; function RemoveImage(event:Event) { if (STOPIT == "Yes"){ [Code] .....
I tried using this code but it seems to always view the start value as bigger than the end value (probably because of the loop), even if it's inputed as a smaller number on the stage.
Code: on (release) { if (!Email.length || Email.indexOf("@") == -1 || Email.indexOf(".") == -1) { EmailStatus = "Please enter a valid E-mail address";
[code]....
......Print "_root.Mail.EmailStatus=Complete - Your mail has been sent";
The data are retrived from FLah and send on email OK, ... but is not sending back print command.
Note: EmailStatus is an Input field as default jus tfor info. is working on filling form (eg: Please enter a valid E-mail address). but not getting the print from php Working on Flash8 but fla is MX one.
Is it possible to use a for loop within an if condtional statement? I have been trying but just get errors no matter what I do. I have a series of buttons that pop up in a window and I want to make it so a click anywhere outside of the buttons will close the pop up window. I have been doing this by running a hitTest that checks if any of the buttons are being touched one at a time. It works, but it seems overly tedious, especially since there are a lot of buttons. I do not want to put the hitTest on the background of the window because it will cause the mouse cursor to turn into a hand even when it is not over one of the actual buttons.
If the for loop can't be within an if condition, then maybe there is a better way to use the hitTest code, but I couldn't figure that out either. Here's a simplified version of what I have now (it works, but is too much code..):
So I have this movie clip with some buttons in it. Two of the buttons (forward and backward) move the movie clip forwards or backwards one frame at a time - this works fine. However the other two buttons (fast forward and rewind) are suppose to move the movie clip forwards or backwards 25 frames at a time (so they always go to 25, 50, 75, 100, etc.) - but here's the problem.
Say for example I'm at frame 150. I press the fast forward button and I'm at frame 175. Now I hit backward and I'm at 174. Now I hit fast forward again to get back to 175 - however my movie clip is jumping ahead to 200, skipping 175 completely - not what I want. I'm just using the gotoAndStop(frame#); commands and have no clue why this is happening. I want the fast forward and rewind buttons to always hit the next 25 increment, not skip the closest one.
I wrote a function within a function to control 2 Tweens.(the 2nd one isnt in the function, it's called)My problem is... is that it works for the first time.. the button is hovered over and all the other buttons show themselves and then disappear again, except the one you're over. Then I do it a 2nd time and it doesn't work. why is it only working right one time? and why isn't the if statement I put in the local function affecting the for loop? The 2nd time it takes the button you're hovering over with it and fades it out. (even though the if statement registers according to trace)this is the code
I was wondering if there's any way to loop an if statement so that it's constantly updated? My code: if(reel_mov.x==14){ l_button.visible=false; } else{ l_button.visible=true; }
I have a flash document with only 1 scene, but several frames. On the first frame i have several buttons, their behavior is "button". I wrote a simple onRollover command on each one. Like this
on(rollOver){ gotoAndStop(2) }
It works fine when I test the movie, however, when I publish it, nothing happens when I rollover the button. I suppose there is a simple answer to this, but i just can't find it
on my main timeline i have a movie clip called "screen" within that i have a dynamic text box for inputing a number. var for text box is txt_1
on the same timeline i have another mc called "animation" withing that i have a mc called "prizes" there are 2 animations in the prizes movie clip that are supposed to run based on the if statement...i have an action assigned to the prizes as below:
//this.onEnterFrame = function () { if (_root.screen.txt_1 == "11111") { prizes.gotoAndPlay('prizes1');[code]........
but this is not working...basically i want to say that is the text that was inputed was "11111" play the first prize animation inside the "prizes" mc, and if its "22222" play the second prize animation in the "prizes" mc.what am i doing wrong?
I'm sure I have the conditions and statements typed in wrong. Here is the original code:[code]only now I want to add an if/else statement so that if none of the mouseDown conditions are met, it then goes the the Timeout variable:[code]
I have a button which makes a panel flip 180 on the x axis if its name is not in an array called "panes", it determines this by running an if statement. If its name is in the array then the button should run some code to make the panel flip back. However it isn't. It will let the panel flip one way, but doesn't run the code to flip it back. I was wondering if someone could take a look a see if they know why.
For some reason my if statement is not working. It is in a movie clip of a blinking eye and I want the code to pause the blink for 4 seconds between blinks.The movie clip does not have an instance name (which may be the problem).Frames 1-12 is the eye blink animation. (no script)
Frame 13
Code: timeDelay = 4+getTimer()/1000; Frame 14 is empty
[code]....
When I run the movie, the varaibles change like they should according to the time, but for some reason, it skips over the if statement even is timeYet is greater than timeDelay. I probably labeled the variables wrong, but I do how they should be.
Global variable _level0.menu_2 is populated with one of 5 values. Function exists for each value. The function for the value should only be called if the _level0.menu_2 variable matches the value. What is happening is that even though _level0.menu2 is correctly populated, only the first if statement executes--even if the first condition is NOT met.
I looked all around and can't figure out what's wrong. As far as I can tell (and I've been over the code character for character) the syntax is correct.
function loadMenu2():Void{ if (_level0.menu_2 = value1){ trace("_level0.menu_2 is value1"); value1();