ActionScript 2.0 :: Loading Map At 50 Percent Scale On First Frame Of Movie
Jun 30, 2010
On loading the first frame of the movie I am trying to load a map at 50% scale. I tried loading into the frame where the map is located...
Code:
map_mc._xscale=50
map_mc._yscale=50
That did not work.
I will be inserting hotspots which will bring it to 100%scale.
I am trying to load a random image into a movie clip that will scale 100%. Then have the content MC noScale and stay the same. If I insert a picture into the bg movieclip, it scales and shows up no problem. Soon as I try to load a random image into the bg movieClip the picture just does not show up!! But what is even weider, is that I have it set up that if the picture is 100% loaded for another MC to play, which it does! So the picture is there, but it's invisible? And no the picture is not progressive.
I want to allow the swf to scale when the browser window is resized, but I don't want it to increase over 100% (so it should only scale down).This is an example of the kind of scaling the client wants:[URL]But again, it should stop at 100% going up.
I used the preloader AS3 found here and it work fine localy but in firefox 4.0.1 it doesnt show the percent and the scale of the progress bar. is there an issue ?
How does flash scale for fullscreen?For example, if I draw a shape and give it a width and height of 100px (square)...does that scale up proportionally when the flash is made full screen? Or does that object stay 100px x 100px?
i am loading all thumbs and images in a container on a single frame using action script..but the size of the swf becomes 1.2 mb so i want to add a loader to it. the loader i am trying to add counts the frames but my file has just one frame so the loader doesnot show up..
here is the script of my gallery..and the timeline has just one frame...
Is there a way to make a if statement that only loads like 20% then it plays. I always used things that wait for the whole movie to be loaded. I just want to give a head start of 20% to the movie.
I need a preloader to include an external .swf (iPhone_334x500.swf) that is dynamically added later in the timeline. Currently, the preloader goes to 100% and then begins to load the external swf before completing and going to frame 2. Rather than just appear to sit at 100% for 20 secs while it is still loading my external swf, I would like to include the external swf's load time in the preloader data.
This is my "preloader" code on frame 1, which is empty except for the AS. (Just a basic bar and percent preloader.) I included all of my code just in case, so please ignore the font embedding and masking if it makes it easier.
I used a Tutorial from Senocular to preload my movies internaly. My problem is simple: The tutorial works only with onPress:
[Code]...
What I would like to do is to make a first movieclip load in the beginning without having to click any button or do anything. How can I starPreload automaticaly ? Here is the code on frame one:
I have to load a swf movie. I can't change this swf movie. But on this movie, there is no stop() on the first frame, and into this swf there is a sound that play once loaded. Besides, sometimes, the swf I've to load has a stop() at first frame. So I have to write something to stop whenever there is or not a stop() at 1st frame, so that I can decide when the sound starts by clicking on the play button.
So I wrote this bellow, that work but in case of a swf without stop() the play action play sound with a few delay. For example when I click on play() the song starts but it seems that sond has already started. I suppose it's an asynchronization problem.
Here is the code:
ActionScript Code: stop(); mymusic = "5405985.swf"; var mySound:Sound = new Sound();
so i've been working on a flash game for a few years now and i remember seeing a setting on a tutorial a while back where you can control how much a movie loads on each frame instance. For example the first frame of my game (loader) first shows up on 12%. I want the first frame to load on 1% and then preform the rest of the loading sequence with the first frame still visible. At the moment it isn't too bad, but once my swf file exceeds a few MB then this will cause me some issues.
I am importing a movie with Code: loadMovie("test.swf","content") were content is a little pink box with instance name content. Now my question is , how do I choose which frame the imported movie is on. I want to be able to go to a certain frame in it and stop preferably with no code in the imported movie if its possible.
I am doing a presentation in flash in movie languages I have 7 buttons when some body click button 1 it should go to a new movie called animate frame number 2 when some body click button 2 in movie language it should go to movie animate frame 6 if people click button 3 in language movie it should play movie animate frame 11 like that for all 7 buttons I have used the following code but its always going and stopping at frame number 1 in animate movie
Here is the code: button 2 on (release) { unloadMovie loadMovieNum ("animate.swf", 6); } button 3 on (release) { unloadMovie loadMovieNum ("animate.swf", 11); }
I have a main movie that loads about 30 external swf's, so i have a button which after its pressed it loads an external swf and a specific frame,
i.e
there is a main movie called main.swf and there is an external movie that has about 15 frames and its called movie.swf I added a button to a main.swf so when its pressed it loads that external movie.swf so my question is: how do i load a specifc frame of that movie.swf
I am building a small banner, which ideally will have a random string of text fade in (long enough to be read), then fade out...to play another random text.
Each of my texts have been built as movie clips... they fade in, stay up long enough to be read, then fade out. At the end of this, I need the movie to go back to frame 1 of the main timeline, as I am using the following script:
Code: _root.onLoad = function() { //generate a random number from 1 to 11 var nRandom = 1+Math.floor(Math.random()*12); //tell timeline to goto and play the random number 'nRandom' gotoAndPlay(nRandom); };
Each of my text movie clips are on a different frame, so I need to call a new random _root frame to play from within the movie clips. So far, all that is happening is whichever movie is chosen to play, goes in a loop.
I have 2 swf files, both are 1024x768 pixels. splash1.swf loads first and must be displayed at 100% by 100%, when splash1.swf finishes it loads splash2.swf inside of it - problem is the second swf comes in scaled all funky, this one must be loaded at actual size to display properly 1024 x 768.
I really don't want to have to load another html page, is there any way the swf can force it to load not scaled but actual size. Or anyway to dynamically change the html size attributes?[code]....
I have 5 movieClip holders for images to which I am loading dynamically. I want to scale the 5 movieclip holders dynamically by percentage in order like: 100%, 80%, 70%, 60%, and 50% respectively.
What is the AS needed to scale a movie clip? I want it to be at 0% and then increase to 100%. I've searched through the forums and haven't found what I'm looking for yet - I'm a complete newbie when it comes to AS but here's what I have:
why my "nieuws.swf' is not going to frame 2 or not showing at all when i press the button with the second piece of code on it? The nieuws.swf has a stop on frame 1 and on frame 2. I can see it right away when i take away the first stop. I use the function playNieuws, to make it all happen.
I am working on a flash presentation that will be burned onto CDs. I want people to be able to scale up the player of the movie, but have it keep the proper ratio and not show the stuff in the margins of the stage. I found stage.scaleMode = StageScaleMode.NO_BOARDER, which is close as it does not allow stuff on the margins to show, but I don't like how it will crop the top and bottom. Is there a way to have it force the scale and keep the margins from showing.
I've jumped in head first into Actionscript and I'm working my way through Adobe's Classroom in a Book for AS3. I've just completed chapter 4 and am currently trying to solve the "try on your own" problems at the end of the chapter.
Here's a problem that is stumping me:
Create a button to let the user set the size of the shapes that they paint.
And here is my code (the commented bits of code are solutions I tried but didnt work):
I'm looking for a way to have the movie play at set dimensions, if the screen is big enough to play it, and scale down if the screen is smaller or the browser is resized. An example of this is here [url]...
As you can see, it's not full screen but set width and height, but when the browser is shrunk it scales it's content to fit within the browser.
I'm trying to make a zoom in and out effect, on images in a movieclip, using the mouse wheel. But, there is another mouse event that scrolls through the frames of the movie clip. I need it to stay zoomed in, and out respectively, when you scroll to the next frame.
I'm trying work out how I can resize movieclips with actionscript.
The plan is to have lets say 10 movieclips on my stage. You click on one of them and it grows smoothly to 200%, where as the other movie clips all shrink down to 10%.
If you then clicked on another MC (currently 10%) this one will begins to grow to 200%. The previous (currently 200%) will shrink to 10% and the MCs that are already 10% remain how they are.
I have a quicktime video at 620x480 that I would like to keep sharp and clean with no pixelation or video grain. Unfortunately, the client would like the rest of the movie to scale to 100% (the movie is a flash projector file and is not browser based). I'm aware of full browser flash option when the stage is set to "noScale", but is it possible to have a clip that loads into a scaled projector at fixed resolution? So far my approach is this:small flash projector file to "embed" flash player. This would be at 100% scale mode. Then I would have the video clip load into the main projector clip (as a .swf). The external clip (video) would be set to "noScale" mode. Would this adhere or would the noScale be overruled by the projector scale mode?
I am trying to make my movie so you can't re-scale it. i am using the command fscommand("allowscale", "false"); but when i play mmy movie it still rescales
wanted to load an swf into an empty movieclipthen modify the empty movieclips xy scale, and xy positionrecall doing something like that b4, and it seemed like a simple enough taskbut for some reason this doesnt seem to wanna obey me at the moment