ActionScript 2.0 :: OnRollOut Not Always Working Using Tweens?
Apr 17, 2009
I just have a simple button set up to move a BOX on rollOver using tweens and move it back into position onRollOut.
Problem: The onRollOut function doesn't work consistantly. It works ok most of the time, but if I move the mouse quickly (not like crazy quick), the BOX doesn't get back into place.
Is there a way to "secure" an onRollOut statement to make sure it works at all time? I try also adding onReleaseOutside, onDragOut... but that is not the problem.
If I roll over the button tweens from alpha 50 - alpha 100%.If I rollout it goes back to 50% via a tween.If I click and hold and or I click very fast and move the mouse away from the button the rollout fails.It keeps the picture at 100%.Is there a way to stop this from happening.Basically with the mouse button held down and moving the mouse off the button prevents the rollout from working properly.
i'm trying to make this little news section and for some reason the rollover and rollout works only on the last news itemClip to be attached. you can take a look at it HERE and see that the bottom one is the only one working.[code]
I've recently noticed that when I use tweens to fade in/out a mc or to move it along th x/y axis sometimes it doesn't work correctly. In this case I am adding a mc named B_info and some text to the stage and using a tween to fade them in. Testing the movie repeatedly I've noticed that sometimes they don't load or the alpha value is lower than it should be making the the text illegible. I've also had the same problem in the past with x, y tweens whereas the mc failed sometimes to get to the x value as it should.
Code: Select all//_loading Info function infoDisplay():void { //load lines animation var B_info:infoB = new infoB(); addChildAt(B_info, 0); B_info.x = 552; //this is TWEEN 1 var fadeIn:Tween = new Tween(B_info, "alpha", None.easeNone, 0, .5, .8, true); [Code] .....
The object is then tweened starting from a large number and going to a small number. Except my tweens aren't working. From the trace statements, my objects are shown to end up being to x=-20.55 and y=-107373766.65.
Though I find that chapter interesting and that I might have a legitimate use for it, it is a bit skimpy with details. I need to COPY MOTION TWEEN AS ACTIONSCRIPT on three different tweens (three different layers), but the tweens need to be perfectly synchronized.
var myTween:Tween = new Tween(object, 'alpha', None.easeNone, 0, 100, 10, true) myTween.start();
when I do this, the object flickers sometimes and also seems to go faster than the specified 10 seconds sometimes. Also when I noticed this is when I've been getting a weird error: Error opening URL [URL]
(I omitted some of the link in order to post)
This is the first time I have encountered weird problems like this. My mind is a little confused (a lot I mean).
An object has been attached. The object is then tweened starting from a large number and going to a small number. Except my tweens aren't working. From the trace statements, my objects are shown to end up being to x=-20.55 and y=-107373766.65.
I have a project that works perfectly when I publish it for Flash Player. However, when I publish it in AIR (which the final project needs to be published in), selective MovieClip symbols lose their tweens. One contains a dynamic text box field thats updated with data input from the user, the other just contains static text. Other movie clip symbols have tweens that still work just fine, and other symbols like buttons are tweening fine.
I have 3 mc's that I have placed a tween on that fades them from 0% - 100% Alpha (simple fade-in effect). The animations are fine if I test the movie within Flash. However, after publishing, I lose all those tweens in my swf, and all I see are abrupt changes from 0% - 100% alpha. What could I be doing wrong?
When I want to ask for a small fee for my app, I'm not allowed to use TweenLite. So I started thinking I could probably replace the tweens with Flash's built-in Tweens. BUT I'm also using rotationY. Flash doesn't support this as far as I know. Are there Tween engines out there with a copyleft?
For some reason I cannot Create Motion Tweens. I have followed step by step instructions, and using exercise files from Lynda. The symbol from the Lynda files is a movie clip, and I resize it according to the demo - step by step. Selecting "Create Motion Tweens" from the menu does not actually create motion tweens. I have also tried from scratch in new files. I am using CS4 on Windows 7, and I have created motion tweens before. I must have made some change somewhere else in Flash to cause this to stop working.
I'm working on a slide show which includes 3 sections that fade in and out automatically as well as can be navigated via buttons.Everything is working fine until I include a 3d tween animation of a hanging sign.it doesn't have any action script - just a 3d tween where the sign swings however once I include it in the slide show, the whole thing goes crazy:The fade in and out of tweens don't work.sometimes the slide show skips and everything start moving very fast as if the timeline was fast forwarded... can someone please helpe me and point me in the right direction of where to even start trouble shooting it? The problem is that it acts as if there was some kind of script added however there's no action script included in the hanging sign.
I've got a function 'onIntroFinished' which starts two tweens (musicPlayerIntro and fullResetBtnIntro). After each tween, an eventlistener is added to that particular tween to see when it's ended, so it can call on another function to start a new tween. The first tweens complete within the 'onIntroFinished' function....however, they don't go on to start the second tween in the 'musicPlayerIntro2' and 'fullResetBtnIntro2' functions? The trace statements are getting called for the second tween functions, so they're getting through to that point, but why aren't the tweens starting? Ocassionally when I test it, the second tweens half work, fading out to 50% alpha, but then stop and stay visible, rather than fully fading out. Is this necessarilly the best way to do a fade In/fade out alpha tween?
I'm working on a slide show which includes 3 sections that fade in and out automatically as well as can be navigated via buttons...
Everything is working fine until I include a 3d tween animation of a hanging sign.. it doesn't have any action script - just a 3d tween where the sign swings... however once I include it in the slide show, the whole thing goes crazy:
The fade in and out of tweens don't work... sometimes the slide show skips and everything start moving very fast as if the timeline was fast forwarded.. The problem is that it acts as if there was some kind of script added.. however there's no action script included in the hanging sign..
I've got mc which onRollOver goes up and onRollOut it goes down.The problem is when I test the movie and move over the movieclip it works fine, but when I am doing it fast over it, it goes up and doesn't go down even I rollOut.
I have a movie which is serving as a button. When you rollover the image, it grows, and stops. When you rollOut, it shrinks, and stops. This code works fine.The Problem: When you scroll the mouse over quickly, the animation get stuck and doesn't execute the rollOut code.Here's my code:
I have some thumbnails on my stage inside a movieclip, and the following code which basically moves them right or left, when the mouse goes right or left. What I want to do is stop the scrolling when I rollout the movieclip which contains the thumbnails.
Here is the code:
Code: panel.onRollOver = panelOver; function panelOver() { this.onEnterFrame = scrollPanel;
My removeMovieClip doesn't work onRollOut...Also if somebody can tell me how to change the color of the movie clip onRollover.I have two MC with instance name as loc1, loc2 (stored inside mainMap.map.pan), now when i rollover to these, there is a toolTipMC which displays with title on dynamic text box with instance name "tip" (toolTipMC.tip) and image attached to movie clip with instance name "imgHolder" (toolTipMC.img.imgHolder) and some details showing on dynamic text box with instance name "detail" (toolTipMC.detail).Here is the code:-
locs = {loc1:{tip:" Canada ", detail:" Canada is Canada :P", img: "loc2"}, loc2:{tip:" North America ", detail:" North America is North America, llalalalala, hahahha", img: "loc3"}}; mc = mainMap.map.pan;[code].....
I'm using TweenMax to animate some arrows to move when I roll over a link, and the animate back, when I roll out. But it's not working, it animates on rollover, but not rollout.
function boxLink(mc_function:MovieClip, mc_target:MovieClip) { mc_function.onRollOver = function() { var myTween:TweenMax = new TweenMax(mc_target,0.5,{_x:"2", _alpha:50,
I am having trouble making 2 movies communicate with one another. One movie (series) is embedded into the other (content2). 'content2' is a horizontal scroll menu of images. 'series' is a movie that holds 'content2' and contains a mask which will reveal everything upon the rollover of the 'series' button. I can get the scroll to show and work when the button is rolled over but it fails to hide on roll out.
Here is the code I have used on the roll over button called 'series': Code: stop(); // stop the movie clip from playing (stop button from growing, we want that when the mouse rolls over only sym2.onEnterFrame = function(){ if(rewind == true){ //if rewind switch is set to true play backwards prevFrame(); // play backwards [Code] .....
i have this code setup in a frame and after jumping to another frame i would like to remove it because its not needed there. actually its in my way.the mymc is on one layer with only one keyframe at the beginning and then just frames till the end of my timeline. i attach the mcs dynamically to mymc and then setup my actions on another layer frame by frame, as needed.in this specific frame i don't want the mcx's to react to mouse events.[code]
When you click on the movieClip "purplebow" the animation starts, and when you roll off it goes back to normal. What I would like implementing some code into this so that my other movieClips (which are: bluebow, redbow, greenbow, etc). Disappear onRelease and then return onRollOut. The code and the movieClips are all on the same timeline, each on different layers.
I need to create a slideshow that allows me to pause movement onRollOver and resumes movement onRollOut. Ive tried using onEnterFrame to control the speed of the movieclip but it seems to run infinitely. Also, the slideshow should run on a continuous loop.
I am trying to make a slideshow that allows the user to rollover a movieclip. The movieclips are basically static pictures.When a movieclip is rollover-ed (bad grammar i know!), the flash clip stops and onrollout it resumes again. Clicking on a movieclip goes to a URL using the getURL function.right now only the first picture works when you rollover, rollout or click on the picture... the rest stay static and don't do anything.
I have an issue that has been plagueing me all morning. I've searched and searched on google, here, other flash sites, and even though I've seen a couple people with related problems, no solutions have seemed to tailor to my project.I am working with a series of invisible buttons that perform actions on a movie clip and a text field to simulate the rollover. However, I'm finding there is a problem with the rollout. When you move your mouse over the buttons quickly, they often seem to ignore the rollout command and stay on the rollover state.
Warning to anyone downloading the zip is that I'm utilizing mc_tween. However, I created this same scenario a couple weeks ago (lost my work from a faulty drive, and I'm redoing it now), and I had no issues. Obviously, my code ended up slightly different in the rebuilding of this thing, but this side effect is really holding me back.