I have an image (possibly in an MC), which I would like to change, depending on the section the user is in. Basically I am looking for something like what the Swap Symbol command does.. swapping the symbol with another one.
I'm probably over looking something, but does anyone know of a simple way of doing this?
I have an image (possibly in an MC), which I would like to change, depending on the section the user is in. Basically I am looking for something like what the Swap Symbol command does.. swapping the symbol with another one.
I upgraded recently to Adobe CS5 from MM Flash 8 so that I could recover some newer Flash components that were developed in a newer version. This all seemed to go with out any issue. However, once in CS5, I noticed twice that an images switched to another image in the library. So I had two copies of the image and one image that went missing. I solved this by just updating the image that was corrupted.
I was on a crunch for this project and was working 16hr days, so I just left my computer on over night with CS5 open. I published the presentation and sent it for approval. Once everything was approved closed CS5.
When I reopened it many, (around 30ish) of my images have been corrupted the same way. I went back to my previous backups and the last 8hrs worth also have the corruption.
Is this something I can easily and permanently fix in this demo or as long as I use it will it keep on screwing up?Is this issue only with images or is my action script also likely to be corrupted?
I want to swap images throught javascript. It's working.but my problem is I want to call that function from flash on press for my button this is the code I have used in html[code]....
I have a symbol that is a card, and it has text and it needs to have an image in the middle of it. The image will be different depending on the card. Do I need to have a different symbol for each card or am I able to insert or change an image within a symbol with actionscript 3?
I've seen alot of instructions online on how to assign a hyperlink to an image. Alot of them say to convert the image to a symbol first and then add the appropriate Actionscript code (getUrl). I'm just wondering if there is a way to do it without converting it to a symbol (converting it to a symbol seems to add an artifact to one of the borders of the pic). Does anyone know if this can be done? Or must all images be converted to symbols to get links assigned to them?
I'm unable to export an animated symbol to image sequence properly because the symbol does not animate.I created the tweens in multiple layers, then cut-pasted all layers to a new symbol.I did this so I could then just do some tween motions on the symbol.The tweening is perfect, but when I export the image sequence, the images do not animate the way it does on the Flash player.All I get is an image sequence with the tweened symbol, but the symbol itself does not animate.how to get the symbol to animate when exporting the image sequence.
Alternatively, is there a way to motion-tween multiple layers simoultaneously? (Layers which are themselves tweened)Any additional info, I'll be checking regularly so I can provide as much description as possible to get this to work.
I am creating an image gallery with thumbnails on the right inside a symbol so that they can all fade in at the same time, and the bigger images on the left that also fade in. I can only fit 8 thumbnail images at a time, and want to have more than that. So I'll add an arrow below the thumbs so that when you click on it, you can see the other thumbs. I have the first 8 thumbs on the first frame of a symbol and the rest on the second frame.
My problem is that the symbol that contains the thumbs is a graphic symbol, so that the thumbs in it, that are button symbols can be clicked on. I tried using button and movie clip symbols for the thumbnails container but then the buttons (thumbs) can't be clicked any more. That was not a problem till I had to add more than 8 thumbs, cause i need to give the container an instance name, and graphic symbols can't have one.
Here is the link to download the .fla [URL] In case I didn't make my self clear, what I need is to know if there's a way to have a movie clip or button symbol that can have buttons in it that can be clicked on.
I have been working on code updation project wherein initially we had an image and text as movieclips in fla library. The image and the text are read by the actionscript program which then creates an animation.[code]...
I want to ease the updation process by giving the url of the image in an XML file. Read the image url from the xml and load this image in the library of the fla as movieclip. This, i think, will result in less code change and improve the updation of the final animation image.
The problem i am facing is not been able to figure out how can i change the image (after fetching its URL) to a movieclip and then load it in the library?
I've reviewed all the documentation and Google results surrounding this and I think I have everything setup correctly. My problem is that the symbol is not appearing in my app. I have a MovieClip symbol that I've embedded to my Flex Component. I need to create a new Image control for each item from my dataProvider and assign this embedded symbol as the Image's source. I thought it was simple but apparently not.
Here's a stub of the code: [Embed(source="../assets/assetLib.swf", symbol="StarMC")] private var StarClass:Class; protected function rebuildChildren():void { iterator.seek( CursorBookmark.FIRST ); while ( !iterator.afterLast ) { child = new Image(); var asset:MovieClipAsset = new StarClass() as MovieClipAsset; (child as Image).source = asset; }}
I know the child is being created because I can draw a shape and and that appears.
I have a SWF file used as a banner advertisement but there is a 35kb size limit. My file is just under 60kb, and I won't be able to optimize the images any further. (An early version can be found here:URL...)I was thinking perhaps I could load 2 of my images dynamically?I actually try to stay away from Flash and Actionscript, but had to use it for this advertisement. The animation is built with transitions and symbols in the timeline. That being said I know just enough actionscript to control the timeline / playback but not how to dynaimcally load images, then assign those images to the symbols I use in my animations.Could someone hold my hand for about 5 minutes and give me the dummy 101 on how to dynamically load an image that a symbol will reference?Not a permanent solution, but I discovered that I can make a simple pre-loader swf that has the background, and load the real swf using this simple actionscript code:[code]
I'm trying to get an external image in a movie clip symbol when the movie is opened and I'm having no joy. I can get it to work with a mouse over event...
on (rollOver) { rootObject.activeMouse = true; mcImage.loadMovie( "image1.jpg" ); }
However, I need it to load without pressing / rolling over anything.
I'm doing this in Flex, but code is pure actionscript, so if it's not the right forum please let me know:)I've embedded swf symbols like this:[code]but this code throws an exeption that 'myVar0 is not defined'. However this code:[code]
I have an AS3 application where I used the bitmapdata with its copypixels to create a cropping effect on the imported image file (JPEG etc), now I am in need for exporting the resulting cropped data to image file suhc as JPEG, TIFF or any other format. I am actually transferring the content of bitmapdata containing the cropped image into movie MovieClip object therefore, exporting from movieclip containing the image data is another option.
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?
what i want to do is, when certain button is clicked, replace a certain symbol(button) by another symbol(movieclip) stored in the library. i try things like loadmovie("","") to replace the symbol from a external jpg, but some how it does not align even both images are exact dimension. can i replace an image straight from the library?
I animated eyes blinking inside of a movie clip symbol and placed the symbol on a face outside of the symbol.The eyes are stuck on the first frame. I am using CS5. What do I do?
How do i get the hitTest() function to test if a certain symbol is hitting another symbol, but, only if drawn parts of the symbol are touching, not thier outer bounds.
Basically there's an object in a movieclip. I want to find the location of that object in relation to the movieclip, not of the object's symbol. So when i look at the x and y of it, it wont show 0, it will show the x and y location in the movieclip it's in.
I'm, trying to create a duplicate symbol and then be able to drag the symbol around the screen.I have an image - once converted to a button and on the stage as paddock_btn. The other converted to paddock_mc in the library, with a linkage identifier of "paddock".I want to be able to click the button, and create a duplicate, which can be dragged and placed on the screen.Unfortunately, I don't get any output errors here.
Code:
//create a function to duplicate paddock function dupe_paddock():Void { i = i + 1;
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
I'm trying to get this script running. It's to make a menu consisting of 5 buttons next to each other. When one of the buttons is clicked, it swaps position and color with the most left of the sequence. The gap created by the transition is either filled with a simple swap, or having all the buttons left of the gap slide to the right.So I figured I'd arrange all the buttons in an array. Here's my script
I am currently working on a project of a commercial flash box thing for their website.I have a thing where I need a bunch of images to wipe in this certain way. They are in mc's, and just sitting there, while I have squares moving on top of them doing the wiping. I need to know how to swap these image mc's out when it hits a certain frame e.g. frame 70.
I'm trying to figure out how to have a movie clip randomly replaced every time the page is refreshed. I have 4 clips that I want to have appear in the overall movie, but swapped in and out randomly. Also, I want these clips to play once, then stop, but continue to show the last frame of the clip for the remainder of the time that the main movie is playing. I must be placing the stop() in the wrong place or something. I tried placing one inside the original movie clip before I published it, it works on it's own, but not when I place it in the timeline of the other movie. No matter where I put that stop command, it doesn't seem to work.
I'm trying to swap movieclips in and out of an area, rather than loading an endless number via attach/getNextHighestDepth. Is there a way to swap my attached movieclip A with a new attached movieclip B, so that either clip A or Clip B is loaded, but not both? Because my current program uses attached files of identical size that overlap, I didn't realize there was a problem until things slowed down. I checked my number of objects in the debug list between hitTests and lo and behold, the list of objects got longer each time, even though to the viewer, it looked the same.
I simply want to be able to write a function within a class that swaps a button or movie clip on the stage (that sits within another movie clip)with another button/movie clip that is located within the library.I have attempted the addChild() method but that doesn't seem to be working so well...e.g.clipOnstage.myBtn.addChild("libraryClip")....was just hoping it would replace the mc that is already within the display object container (kind of like what loadMovie used to do in as2)
I basically have a large bar of items that fills up dynamically, they are all added to a dispCont movieclip as a container. When you click on one it gets pulled to the front, scales up and I want all the unselected Items to blur or become semi transparent. So i figured i could just tween the dispCont object, however this affects whatever is brought to the front, so i want to switch that into a new MovieClip called centerCont. Here is the code, ive been trying different things, I could just use a little input.[code]when I click on it because i am trying to set event.target.parent = centerCont;otherwise, uncommented and that removed i get Code:1118: Implicit coercion of a value with static type Object to a possibly unrelated type flash.display:DisplayObject.
I'm a pixel artist struggling with AS3.I want to load a sprite sheet from file, actionscript through the five rows of colors in the upper left to identify the five palattes (by default, the sprite sheet is colored using the first palette), then recolor the entire sprite sheet according the one of the five palettes, setting magenta to transparent. The end result being the ability to do this...
I can do loops and arrays, but I don't know how to actually cycle through the PNG identifying and replacing colors. I've loaded the sprite sheet and scrolled the palette out of view using scrollRect, but nothing else.