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.
my flash tutor is on vacation and I need to work on a project. How do I move an action from from 246 to 271?? I've tried Copy/Paste and it's not working.
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
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);
My fla is too big to upoad here [URL]. What I was trying to do is to get the animation on 'bt', or 'b1'( they are stacked on top of each other) to gotoAndPlay "_over" when it hits the lower red dot(instance 'oneHT') and then gotoAndPlay "_out" when it hits the second higher red dot(instance 'twoHT'), and then do the same for each windmill blade as it passes the red dots during it's rotation. When I attach script to the movieclip it works, but I'd like to just keep all the actionscript on the main timeline so I dont' forget where I put things.
I need a bunch of letters to fall from the top of the stage and fall into place to form words at the bottom of the stage. Would you do this in actionscript or make each letter a symbol and do it frame by frame?
I am All Programmer when it comes to anything including flash. I got into making games not to long ago and some people use frames to navigate from the main menu to the game screen and so on (which I have no idea how to do). and some people encapsulate the game inside of a class and call it from the document class and add and remove it when please
I had made a space background and spinning moon with Flash cs5 for a science project, but after I made the moon spin I tried to drag it in the frame and it won't appear! It just shows a clear symbol box.
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.
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
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:
(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: var screen1:Screen1 = new Screen1(); addChild(screen1);
Looking at that latter code, apparently when the screen1 instance is created in line 1, the object hasn't fully finished instantiating before line 2 is executed,because the trace message never happens.Prior to this, I had assumed that code on frame 1 of a MovieClip, if it were "base level" and not inside any functions, was roughly equivalent to the constructor of a class. Apparently that isn't so, because whenever I add an event listener for ADDED_TO_STAGE in the constructor of a class, it always works, even if the object is immediately added to the display list, exactly as above.
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:
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.
Trying to set time spent on each frame in an animation, its an ActionScript 3.0 project.Problems:1) Frame rate - Can this be disabled? For now I just have it at 120 to go as fast as possible, but since I'm specifying the time spent on each frame it would be nice to not have this at all.2) Actionscript - I tried putting in the following code snippets...In frame 1...
Code: function PlayNextSlide() { clearInterval(SlideDelay);
this is a super newbie question, but i can't figure it out. I have a flash project(not mine), where i can find several symbol definitions in the Actions Frame. How to add symbol definitions there? I managed to create symbols by dragging (for example) items from library on stage and then pressing F8. I can get a reference on them in the Action Layer(frame 1) under Scene1, but i would like to know how to add these under Symbol Definition(s). Sorry for the question, but i am new to Flash Professional.
I just learned how to make a basic slideshow of images where one image shows for 3 seconds and then fades out and then a new one fades in, on and on. I imported my images, converted each image to a movie clip symbol and now they're arranged in my timeline. I need to add a NEW image at the very beginning of the the timeframe. I keep trying to Insert --> Frame, etc., but I'm not seeing a new first position in the timeline where my image will go. I'm used to video editing timelines and Flash is a real challenge for me.
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.
Basically I want to start out by having them all display ?'s, and then if you click on the ? it turns into a 1 and then clicking again goes to a 0 and 1 and 0 etc. How can I either change what these buttons look like or how can I change the buttons to go from the ? button to the 1 button while all staying on one frame? I am very very new to actionscript (I know how to AddEvent Listener, etc, I just need to know what to write for my function)
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: var fn:Number = movie_name._currentframe(); trace(fn); I have looked at different online examples but cant find an example like this one.
I just spent 2 hours scouring the web for the answer. All I'm seeing is a whole lot of "how do you do it" and a lot of "do a google search for it'. I found a tutorial for CS4 that looked promising yet when I tried it in CS5 the damned Preview attribute (or whatever) just sits there looking at me. You're supposed to be able to click on it and choose a frame. I click and double click and nothing happens.
i recieved a template and all of the buttons are linking to the main timeline, i need to add a few pages that needed to be linked within some instances, i cant seem to find a way to set the release code to link to the frame within an another instance.
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)?
if ( between Size>100 AND Size<200) { startDrag(this, false,400,150,600,250); } if ( between Size>200 AND Size<400) { startDrag(this, false,500,250,500,150); }
I have 20 frames on a timeline, and a mc in the frames. Frame 1 the mc is _alpha 0%, at frame 20 the _alpha is 100%. A tween between the frames fades up the mc alpha. How can I change the frame 20 _alpha setting from outside the swf file? Say I need the alpha to be 60% at frame 20 BUT I can't open up the FLA, can I adjust the Alpha setting (using Loadvars perhaps) without going back into the FLA? I won't have access to the FLA (when the file is online) and I want to be able to manipulate the frame 20 _alpha setting. I have tried doing this totally in actionscript and not using the timeline, but if I can't get that to work I will need to be able to adjust the alpha parameter without editing the FLA.
I'm unable to make it work :Flash exports the first frame in the SWF file as a PNG file, unless you mark a different keyframe for export by entering the #Static frame label.When publishing the fla, the png is build from the frame that is currently displayed in flash (if my timeline is at frame 3, frame 3 get exported)
Is it possible to set the frame count of a video manually in Flash BUilder 4? How is the frame length of a video determined in Flash Builder 4? I need to do this in order to trick video format converters into thinking that my video is actually x frames long instead of just 1 (my swf video is controlled completely through as3 code and thus resided on just the 1st frame). This way, the video format converters will be able to automatically (and correctly) convert my videos to another format (flv is desired). Another solution to this would be a converter that actually automatically converts based on video length rather than frame count, but I have already thoroughly searched for one and one doesn't seem to exist.
Is there a way where I can compile or build different frame rates into the various layers I create using an action script?? I.e. If there are say six layers running in a particular player, each layer should be running at a different frame rate, independent of each other
The problem am facing is am playing multiple media content in multiple layers (masked, so that it appears as if all the layers are playing in the same level) and each media content played in different layers needs to be played at a different frame rate to get a good visual effect!
i want to put a condition on the button event on (release) to check which frame of the movie symbol is stopped. something like if(frame 3 is stoped) gotoAndPlay(14).
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".
To put it another way, I need "object" to be hidden when "background" reaches a certain internal keyframe. However, as "object" and "background" are both children of the same stage, how do I do this?