ActionScript 2.0 :: Play Movie Clips Consecutively?
Mar 14, 2006
Flash movie has 1 frame with about 10 layers.on each layer there is a 10-frame movie clip after one movie clip, I want another movie clip on another layer to play. the other mc "instance" is named "mc02" on that 2nd mc, it starts with a stop() frame so it doesn't play right away.the 2nd frame is called "start01"here's the action script on the last frame of the 1st MC[code]...
I have several products I want to animate with graphics and text individualy then stack them on a time line for output with play and pause buttons. Is there a tutorial somwhere that shows you how to do this? and how do I stop the entire animation on a frame, I don't understand "not_set_yet"
I am loading images into a movie clip consecutively - the code has flash read through the XML nodes one by one and load in the images one after the other. I need flash to recognize when all the images have been loaded, and at that stage I want it to tween the movieClip containing the images. I have it all working, except I am getting this weird glitch where the movie clip jerks from left to right while the image are loading (at least i think its when the images are loading!) - it then settles down and runs normally. the code is below, so can see what i mean by 'jerks from left to right' if you check out the site: [URL]
i'm trying to play several movie clips, one after the other from one main movie clip.i've got 8 movie clips, "m1.swf", "m2.swf", etc. "m8.swf", and one main movie clip, "play.swf".i've tried using loadMovie, but it only plays the last movie clip. this is what i've got. in the main movie clip, i've put a play button, and the actionscript i have in the button is:
I have my flash document set up in the following way: On the main timeline I have my buttons that I want to play movie clips embedded inside a movie clip on the main timeline.However, when I click each different button, the current movie clip stops playing and then the movie clip corresponding to the button plays.
I want them all to be able to play at once. So for example you push button 1 and the alien plays, but half way through you could click button 2 and the alien clip would keep playing, but also the helicopter clip would begin to play as well.Here is the code I have so far:
building_btn1.addEventListener(MouseEvent.CLICK, alien); building_btn2.addEventListener(MouseEvent.CLICK, helicopter); function helicopter(e:MouseEvent):void {[code]......
I'm trying to make a flash website that has clickable buttons that will play different movie clips. But I dont know how to make it to just play the movie clip with the button you click without playing all the movie clips on the main timeline.
Basically, my main time line has a few layers and just a few frames. On each frame there is a different movie clip. Buttons are on a seperate layer on the main timeline, each button initiating a gotoAndStop for each frame, linked via frame labels which are on yet another layer.
Now, here's my problem. I'm happy with each movie clip looping endlessly, all except for the second last one.
What I want to do is, make it so that when this said Movie clip finishes playing it automatically (i.e no mouse events) gotoAndStops on the proceeding movieclip.
I want to have 5 movie clips play one after they other. So in frame 1 of the main timeline I have movie clip 1 and a stop action. I'm imagining there is an action I can put in the final frame of mc 1 (and all of the rest) so that it will then go to the next frame of the main timeline where it will start the timeline up again and stop and play the next mc.
I am building a flash header for my website. I want to have two parts. The first part is about a 10 second intro. The second part though will be a looping slideshow (It's photography site). Basically two different movie clips.Can someone give me a little help getting started? I think I can use AS (3.0) to loop the second movie but I need a way to recognize the end of a movie.
I am looking for a script that can let me do this:If I click a button - 1 movie clip will play X number of frames, and then after it completes, a 2nd movie clip will play X number of frames.It is important that I can do this in one script in the buttonOtherwise the easy way to do it would be add a command at the end of the 1st movie clip. Which I don't want to do because I am trying to create a conditional event thingy.
I have 8 movie clips on my stage. Each contains a motion guided tween. I want the tween to play through, and then the next movie clip to start playing until it has cycled through all 8. Then it starts over at the first movie clip again.I have achieved this using mouse events.. but I need it to play with no input from the player/audience at all.
I tried having a boolean variable on the main stage, and inside each movie clip change the value of the boolean once it reached the end of the motion guide, but that threw errors at me. It also threw errors at me when i tried to play a function from the main stage inside a movie clip. Is there no way to have a movie clip change something or call something from the main stage?
I would use event listeners for tween motion finishes, but because I need my symbols to move in an arc, i need to use a motion guide and not a simple tween. Unless there is a way to play motion guides via actionscript?
CODE
Main Stage/Timeline import flash.events.MouseEvent; clicky.addEventListener(MouseEvent.MOUSE_DOWN, clickygo); var tweenArray = new Array (tween1, tween2, tween3, tween4, tween5, tween6, tween7, tween8); var i:int = 0; function clickygo(e:MouseEvent):void { if (i < tweenArray.length) { tweenArray[i].gotoAndPlay(2); i++; } else { i = 0; tweenArray[i].gotoAndPlay(2); i++;
I have a movie clip, lets call this Container. This contains another 4 movie clips, BubbleRed, BubbleGreen, BubblePurple and BubbleGold. Each of these 4 movie clips have an animated time line. When a Container is rolled over it is added to an array. I have a function which does things to the Containers on the array. However I have been trying to get the movie clips in the container to play.
I have two movie clips embedded on my timeline each with a button that on release plays the clip. I want them to play independently so that when i click on the first video it just plays that video and not both. The same for the second video for it to just play the second video.
If I click a button - 1 movie clip will play X number of frames, and then after it completes, a 2nd movie clip will play X number of frames.
It is important that I can do this in one script in the button.
Otherwise the easy way to do it would be add a command at the end of the 1st movie clip. Which I don't want to do because I am trying to create a conditional event things.
I've set a list of movies symbols playing at different time line individually and put them all together in 1 frame on the main timeline. However, i'm thinking of playing those symbols 1 at a time without changing the main timeline. Each of those symbols has the stop(); on them. However, it doesn't seem to work as i thought it would be. Is there anyway i could create a button, and while clicking on the button itself, it plays the 1st symbol and stop before playing the next symbol ? Sorry, i haven't put up any codes yet. A newbie here doing his final major project.
I am trying to play a couple of movie clips one after the other one. In other words, I would like movie clip A to run and execute the AS attached, then I would like movie clip B to run and execute the AS attached to it.
Is it possible to have an instance of a movie clip symbol which has its own timeline "play" when you scrub the main timeline?You can do this with graphic symbols, but so far I've had no luck doing this with movie clips.See, I have a movie clip -- several actually -- with their own timelines which I want to place in the main timeline.When I scrub the main timeline I'd like to see them scrub as well, instead of simply seeing the first frame of the movie clip.I basically have to work blind like this.
What I'm trying to do is basically have several "slides" which are animated and then have a stop();. They'll sit there for a second and then the entire animation, or slide (movie clip) will move off the stage. I can't do this now. When I scrub the main timeline I can't tell what's happening in the movie clip. I can't tell when I can slide it off the stage.I tried to get around this by using graphic symbols with their own timeline, but adding a stop(); doesn't work in them.
I'm struggling with AS3 trying to play a series of movie clips, one after the other, like a slideshow. There are no button controls, just several layers, each with a movie clip in the first frame. I want to go down the list and play one after the other and then eventually end on the last clip without looping back to the first.
So I used flash for some relatively extensive movies back in the MX days, but haven't done much with it since. I'm trying to build a relatively simple movie now in the newest version of the software, but I'm having some trouble.I want to create various smaller movie clips with animations in them, then drop them into the main timeline and have them animate automatically when the playhead hits them. However, when I view the movie (or test it) all I get is the first frame, they don't animate.Did I set up the document wrong or something, or is this something basic I missed in the newer versions? Is there a better way to structure this?
I have a movie clip loaded using action script 3 at the start of my animation, I want ito to end at the 120th frame. But I can't use the stop(); command because it will also stop the rest of my animations from the 121st frame onwards. how can I stop the movie clip without stopping the rest of my animations?
I am trying to place 6 movie clips in an array and access them in a random manner so that when a button is pressed a movieclip appears and plays randomly. All MCs are in frame one along with this code:
I have set up a single, one-page resume/portfolio website, but I'm having difficulty finding a way to get the 2 individual movie clips to play individually - not at the same time.Everything is set up on a time line. Each movie clip has it's own layer with it's own button via Code Snippets as follows:
CArrow1.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndStopAtFrame_15); function fl_ClickToGoToAndStopAtFrame_15(event:MouseEvent):void {
I have a project in which I have a dozen movie clips on the screen each of which are started by a separate button. Each of the movie clips has a sound in its first frame.When I test the swf file all of the sounds from the first frame of each movie clip play simultaneously for about a quarter of a second. I'm not sure why because all the movies are stopped upon initialization. I've tried SoundMixer.stopAll() and I've tried setting volume to zero with SoundMixer.soundTransform = new SoundTransform(0) for each movie but nothing seems to stop the movie clips from producing that initial, short burst of sound.
I don't even know how to start with this. I have 15 movie clips on the stage, each with an animation within it, I need them to play at random, one after the other. Ideally, once there's mousemovement, everything should reset.I kind of understand the random function and how to generate numbers, and I know this will probably involve arrays, but I don't know how to put this together.
I have a movie clip, lets call this Container. This contains another 4 movie clips, BubbleRed, BubbleGreen, BubblePurple and BubbleGold. Each of these 4 movie clips have an animated time line.
When a Container is rolled over it is added to an array.
I have a function which does things to the Containers on the array.
However I have been trying to get the movie clips in the container to play.
Basically here is my code
Code: function Pop(m:Movieclip){ switch(m.currentFrame) { case 1:
[Code].....
And so on for the four bubbles. However when hovered over this code just breaks.
So I tried instead of BubbleRed, assigning the movie clips inside the container instance names, Red, Green, Purple, Gold.
This didn't result in a crash, however the time line of each instance still wouldn't play!