ActionScript 2.0 :: Repeating Animations After Certain Frame
Jul 14, 2006
I have an animation that runs into 100 frames. How can I make the animation that occurs after 45 th frame repeat itself rather than going back to first frame in a continuous loop playback?
I'm trying to create a menu with rollover animations, the animations all seem to work except when I roll over the buttons... they seem to instantly repeat... my buttons are tweened with the motion editor and are dynamic text here is my main timeline actions layer...
I built a Flash clock. The Clock working! Visible working! Sound working! BUT the sound seems to be plays EVERY frame instead of just the very first frame one time. Stops great but multiple songs seems to be playing. Is it my ENTER_FRAME code causing the problem? If so, what should that line read?[code]...
I am attempting to loop a portion of an animation in Adobe Flash Professional using actionscript 3.0.
I have added 2 extra layers to my project, called "Labels" and "Actionscript".
I have named the Labels layer "loop" and and added a blank keyframe at the start frame of the sequence I want to loop. On the Actionscript layer, I have added a blank keyframe at the last frame of the project and added the following actionscript code:
I guess its some kind of random array.. but i dont know how to form it, need it for game(dont want same frames repeat its stupid ) And only specific frame numbers(i have motions between specific frame numbers).
I am trying to make a frame around a picture that the user uploads using only 1 image repeating it and scaling it accordingly so that it is as big as it should be in reality arround that picture. My problem is that when I scale the result until some point all is well and than it smears somehow. I've been trying to fix this for 6 days now and I am desperate. I am posting the code that I use tho create the frame parts and a picture of the result after I scale it with scaleX and scaleY.
Code: public class frame_part extends MovieClip { public function frame_part(duplicationBitmap_org:Bitmap, neede_pcs_num_height:Number, order:String, rotation_num:int) { super();
[code]....
P.S. The image that I use for the frame is 400x500 px and is duplicated 208 times.
I want to to have 3 x 3 Frame Keyframe animations (very simple) with a title keyframe in between each one. What I am struggling with is that instead of repeating the keyframes lots of times and having a huge project I want to repeat each 2 Keyframe animation 30 times (making it a minute long) before moving onto the text keyframe and then the next 2 keyframe animation to loop 30 times before moving on... I then want the whole thing to loop.
What code do you use in Flash CS3 (ActionScrpit 3.0) to acheive this for each set of keyframes? To keep it simple they are all one one layer.
I've a MovieClip symbol with 5 frames (let's call it the main MovieClip), each frame holds a different MovieClip symbol and each of those symbols has a small motion in them. If let's say I move to the 3rd frame in the main MovieClip: object.gotoAndStop(3);Then symbol's small motion animation, which frame 3 holds, automatically starts as I saw. So I'm thinking here do the other frames (1, 2, 4 and 5), which are not visible on stage though, are stopped and I don't need to worry about stopping each of them myself (like attaching code to each 1st frame to call .stop()) ?Because if I would now call right away object.gotoAndStop(1); it would start that frame's animation right away.
I'm trying to use addFrameScript() on a SWF animation I have loaded but am running into a few problems. Here's what works right now:[code]Like this, the animation plays fin and just loops over and over again. The trouble seems to be that the animation runs regardless of using stop(), play() or any animation function. A trace(anim.totalFrames) also shows that my animation is 2 frames rather than 23 (which it is). When I un-comment anim. add FrameScript(anim.totalFrames - 1, animEnd); the frame script appears to be called every frame and the animation ceases to play and is instead replaced by the flash "loading dots" where it should appear.Am I loading in my animation properly and why does a framescript cause my animation to disappear?
I have few flash animations that I bought, I got their fla files as well.I modified the animations simply by adding a static text line. I publish the animation and load the swf file to another fla file (main project, which is bigger).The problem is that the loaded animation has a 1 fixel black frame (witch is not in the design itself) and I can't remove it or even mask it through the animation file. I need a clean animation with no background or frame,Other problem is that the loaded animation is getting out of the original file frame boundries, revealing parts that suppose to be out of the stage.How can I publish thouse animations without the frame and the out of boundries area?
anywhoo i have minimal actionscript training tho i know a bit... im trying to make an Item system were i make an object like a key or a helmet... and if i collide with it it disapears. and i get the item, then somewhere put _root.playerMC.standing.gotoAndPlay ("item"); .. maybe in the item i dunno..
so basically i set my characters up like playerMC then in that animation i have a body head arms and legs.. and in those i have different items equipped on each body part on each frame how should i set this up!!!.. i cant call those items deep in the animation the farthest i can go is like Playermc.gotoandplay ("walk") when i try to do like.. playermc.walking.head.gotoandplay ("item") it doesnt work..
By the way I'm still really new to Flash and AS3.I'm writing this quiz that gets questions and answers from an xml file in the same directory and displays the question in a TextArea, the available answers in a list, and additional text in another text area.Most of it was working the way I wanted and I noticed the apostrophes weren't coming through the XML so I thought I'd try escaping it with a not thinking. I did a publish preview and saw that my list loop became infinite populating my answer list. I took the out and still had the same problem. I backed out as far as I could in the AS3 and couldn't find anything that would cause it to continually loop like that. I traced a statement at the beginning of the script and realized it was actually looping the whole app not just an event or function. I'll reply back with the code.
i made two buttons, first called buttonA and the second buttonB.each button will run a movieclip when it's clicked now, the first time when i try it it works wonderfull, then when i keep clicking it, the scrips repeats causing the moviclips to pause or run again, the more i click the more it repeats ,
Is something wrong in this syntax? I'm getting only the first record and it keeps on repeating. When the php file is being tested in the borwser, it shows its data correctly in this format. AA,,BB,,CC,,DD,,
I have a website with a mc inside a mc. The nested clip keeps repeating , I want the nested clip to run 1 time. I have stop actions on each clip, it delays, but won't stop repeating.
I have a simple mp3 player, with PLAY PAUSE PREVIOUS and NEXT buttons. the problem i have is if you click the play button more than once, the mp3 clip will start to play itself as many times as you clicked. this sounds really bad..u could have the clip playing over itself 5 times.
Code: if(play button is clicked ONCE){ (deactivate play button until next song); }
in other words, only one PLAY-button-CLICK allowed per song...
I am dynamically playing a video.flv file on the stage when a button is clicked. It plays fine but continuously repeats itself. I want it to play once and the disappear.
So, I downloaded a simple sound loop from Flash Kit.
I am building a Flash webiste and want the sound to loop once the movie loads. I have added a stop and play button to the movie in case the viewer doesn't want the sound on. I understand sound can be annoying.
I add the following code to the FRAME 1 of the movie. Everything works fine but when the loop finishes, it just stops. How do I get it to continue looping? Also, as I navigate to other sections of the movie.. I want it to continue playing and not restart when I go back to say "Home". Home starts at frame 1 as well.[code]...
I'm just starting to learn to make my own functions and was trying to make a walk sequence. My original program used an elaborate series of counters and onEnterframe, but I want to take a different route (basically starting from scratch) because my walk sequences always turned the avatars into picasso paintings when two or more keys were pressed simultaneously. I'm more familiar now with set and clear timeout, but what do I do if I want a specific sequence to count up, then down, or rotate back and forth, like the pendulum of a clock? starting with a basic function like function walk(bodypart){bodypart._rotation += 45;}. if (keyUsed == 68){walk(square_mc);} what do I have to change so the square rotates back and forth +/- 45 degrees while depressed?
On the stage of a flash app I have several movieclips that keep repeating. Now I need a movieclip that doesn't repeat. It should play once, and then keep its last state on stage. I can't find out how to stop this movieclip from repeating.
When i play it it autoplays (that's fine) but it also keeps repeating over and over, i'd like it to stop at the end and just display the end frame (as mentioned i converted a movie so i cant do it with actionscript in the .fla file).
The problem I am having is that once I click back button on my scene to go back to home page, the animation of papervision3d kick-starts on top of already existing papervision3d animation. It doubles each time.
Is there a way to remove it? something like removeChild(); or it's nothing similar to that?
I have a .fla that plays music until a certain text object (start_course_txt_mc) is visible. Then I want the music to stop and the narration to begin. I can get all that to happen. The problem is that the narration keeps playing over and over, but it is only playing about 3-4 seconds of an audio file that is about 30 seconds long.
function unBlur() { var my_bf:BlurFilter = new BlurFilter(0,0,1);
I've got a class that "Spawns" enemies to the display based on a timer. So if the timer is 3 seconds, such and such happens. The problem is that the function is firing the ENTIRE time the Timer says 3 seconds, instead of just once and for some reason I can't wrap my head around how to limit it to just going once. Logic Statements aren't showing to be my strong point.[code]Anything other than that shouldn't be relevant, the spawnZeroFormations() seems to be working perfectly. it's just being called far to often. The thing is it WAS working but then I rearranged code and deleted something and can't remember what it was.I tried wrapping the switch in a For loop, but it doesn't seem to do anything which is confusing in itself; but again Logic statements aren't showing to be my strong point.
point me in the right direction for creating a thumbnail slider which repeats itself when it reaches the end, rather than just reaching the end and stopping? For example: http:[url]....I take it you would just duplicate the entire thumb container when it got close to the end? Would this not buckle up the function which is sliding the container as this is probably base on the containers width? Or would you treat each thumbnail as a seperate element and move them individually?