ActionScript 2.0 :: [MX04] Setting Frame Within A Symbol?

Jan 23, 2009

In my Flash, when you push a button, a symbol goes from having an alpha of 0 to an alpha of 100. When this symbol appears, I want it to begin animating on its first frame. However, I'm not quite sure how to do this. D: gotoAndPlay doesn't seem to be doin' the trick.

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So i've done SOME work with flash and AS3, right now i'm working on a website for my boss, he bought some template online which has stuff laid out and animated and everything already, now I just have to integrate our content.My issue is this, I've got 2 symbols on the screen, one of which contains alot of buttons that list our services as company, the second symbol contains the content (or descriptions) of those services, which on are separate keyframes.What I'm trying to accomplish is that when you hit the button in "symbol A", it affects the "symbol B" and goes to the corresponding keyframe.For example when I click "button 2" in "symbol A", "symbol B" goes to keyframe 2.Now if they were in the same symbol it would be something like

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[code]....

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ActionScript 2.0 :: [mx04] MC's X/y To Control Frame Play Of Other MC?

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What I'm trying to accomplish is creating faux control ability. It just needs to look like there's user input.The specifics:to the right of the screen is a window with 6 tabs that you can drag. I want the window above the tabs to have green bars that increase vertically as you drag up and decrease as you drag down. I thought I would be able to asign variables of position1, ""2, ""3, etc. Then set up a <= if then statement to say:if tab1_mc is less than 280 px for it's _y then tell greenbar1_mc to gotoAndStop(3);That didn't work, so, I figured I could just forget the var's and set up some AS that can constantly get the value of the tab1_mc's _y and then go through an if then AS that would tell the greenbar1_mc to gotoAndStop(respective frame);

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ActionScript 3.0 :: Setting A Variable From A Symbol Definition?

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I have a navigation bar movieclip that has the following EventListeners in symbol definition:
 
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[code]....

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ActionScript 2.0 :: Using Hit Test To Go To A Frame Within A Symbol?

Jul 18, 2009

I am making a platforming game similar to mario. I have figured out how to make it so "goomba" goes to his squished shape when colliding with "player".But what i want to do is make it so "goomba" still goes to "goombaFrame2" when colliding with "player", but only when it hits the top of the goomba, which is called "goombacap".So, within the goomba symbol, there is another symbol called, "goombacap". and i tried putting this code on "goombacap", nothing would happen.

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Which is a copy pasted code i used originally, when it worked when everything was just 1 symbol.

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I'm working on some fairly detailed character animations, and accordingly have made most of the characters parts into graphic symbols. For instance, his hand is a graphic symbol which has multiple frames for each perspective or pose of the fingers, and I set the symbol to the proper frame in the characters main timeline. I've been having issues, however, when tweening these symbols. I noticed this first when I was working on a jump animation and I just wanted the hand, once its pose is in a state which will be used for the majority of its frames, to tween up and rotate with the arm and body. When I create this tween, however, it forces all other frames of that graphic symbol to be set to that same frame. The start and end frames of the tween are set to the same first frame, and even after trying to manually fix the subsequent frames of the symbol, it wont let me. I've triple checked all my symbol names, frame numbers and settings, and anything else I can think of and everything is in place, so I really have no clue why this is happening

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ActionScript 3.0 :: ADDED_TO_STAGE On Frame 1 Of MovieClip Symbol?

Jun 8, 2011

I made the following discovery while attempting to use the ADDED_TO_STAGE event with timeline code. I don't know whether to say it's a real problem, or maybe it's just an observation, but it's very simple to demonstrate. Just make a MovieClip symbol in the library, and set it for export. On frame 1 of this MovieClip symbol, enter this code:

ActionScript Code:
import flash.events.Event;
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(Note: I called my MovieClip symbol Screen1, and gave it a class name of Screen1 when I set it for export. But I am letting Flash create the class for me, there is no same-named class in the classpath)Next, put this code on frame 1 of the main timeline:

ActionScript Code:
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In some of my other testing, if the movie clip instance is later removed from the stage and added again, the added and removed handlers fire just fine. It's only this initial time that it gets skipped. Also, if you add an event listener for ADDED_TO_STAGE from the main timeline instead, like this:

ActionScript Code:
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It works just fine.The conclusion I draw from all this is that there is no way to use the ADDED_TO_STAGE handler inside a MovieClip's frame code and have it fire the first time. Also that there may be no real equivalent to a constructor when you let Flash create the class for you. Thoughts, anyone? I am attaching a FLA file (CS4 format) in case anyone might want to examine this without putting a file together yourself. Don't expect anything at all fancy, though, it's nothing more than what I described above, and I fully expect you'll want to delete it later.

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I am making flash segments for one of my professors for online teaching and the way he has his server set up, whenever there are interactive segments, the segments are done on one frame. Right now I am trying to make an interactive segment where you click on input variables to an AND gate (in circuitry) to change the input from 0 and 1, and then based on these inputs it will show the output.

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ActionScript 2.0 :: Setting Variable To Be Frame Number Of MovieClip

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I am struggling trying to get this variable set. I want to set a variable number to be the frame number of a movieclip. this is what i am trying with no luck:
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I've got a zoomable map within a frame, and of course I don't want it to be dragged out of view, right? So, how do I set the startDrag (L,T,R,B) parameters when it's a different size when it's enlarged (zoomed)?

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ActionScript 2.0 :: Put A Condition On The Button Event On (release) To Check Which Frame Of The Movie Symbol Is Stopped?

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I have a project in Flash Professional CS5 and ActionScript 3.

I have a movieclip symbol (referred herein as "background" with scripts on various keyframes inside of that symbol. I need to hide or show another symbol (referred herein as "object") sharing a stage with "background".

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