I'm trying to load data from an external text file into an array. I created an array and am able to load the data into an array if I explicitly say something like
I can then do a trace statement on array[0] and it will output the correct name from the file. My problem is I'm trying to iterate through the variable names in the text file in the file by using an index variable. This is the code I'm using after doing all the URLloader, URLRequest, and so forth stuff:
All three of those also give me errors. For the first one the trace statement outputs "undefinded" instead of "Doug". For the second I get "syntax error. Expecting identifier before left bracket". And for the third I get "syntax error, expecting identifer before uid.":
syntax to iterate the number after uid(uid1_name, uid2_name, uid3_name, etc)?
I'm trying to load data from an external text file into an array. I created an array and am able to load the data into an array if I explicitly say something like: ActionScript Code: array[0] = event.target.data.uid1_name;
I can then do a trace statement on array[0] and it will output the correct name from the file. My problem is I'm trying to iterate through the variable names in the text file in the file by using an index variable. This is the code I'm using after doing all the URLloader, URLRequest, and so forth stuff: ActionScript Code: for(var i = 0; i<20;i++){ fArray[i] = event.target.data.uid[i]_name; }
This produces a syntax error. I've tried several other syntax variations but haven't been able to figure it out. Why syntax iterate the number after uid (uid1_name, uid2_name, uid3_name, etc)?
I am loading an external swf into the mc 'image' using: image.loadMovieNum("portfolio/100_design/1.swf", 1);
Every time a new image loads, I want it to load the level above, ie: image.loadMovieNum("portfolio/100_design/1.swf", 2); Is there a way this can be done dynamically. For example, "current level + 1"
I am creating a presentation which has a main flash and then 3 sub categories to it. Main.fla is nothing but a container to load the other movies into. I could get the the first movie (movie1.swf) to load onto main.swf by using the foll code:
Now the problem is in movie1.swf the menu is like on the 3rd level, i.e. main stage>menu_mc>menu (where the buttons are).
How can I add a code on level "menu" so that when I click button2 or button3 it loads movie2.swf and movie3.swf respectivley onto the main stage. Makes sense or am making it too confusing..
I want to try this breaking a big movie into smaller parts functionality so that I can understand flash more.
im using flash cs5, as2.i have a main index fla that loads into it 5 swf's.i need these 5 to be loaded into a lower level than the main index fla (index has to be the highest level)[code]
I have a game that has different music files for different levels. It doesn't make sense to load the music for level 2 in frame one and I don't want to load the music for level 3 until level 2 has commenced. Is there anyway to control how the music is loaded? The music is in the library.
This simple script loads 50 of "a.swf" into my movie however you can only see one on stage.I can use a create emptyMovieClip with coordinates to accurately place all the clips on stage,however I am trying to use just levels, instead.I have tried....
Why my "nieuws.swf' is not going to frame 2 or not showing at all when I press the button with the second piece of code on it? The nieuws.swf has a stop on frame 1 and on frame 2. I can see it right away when I take away the first stop. I use the function playNieuws, to make it all happen.
Code in main movie, first frame: #include "lmc_tween.as" this.createEmptyMovieClip('hok1', 1); with (_root.hok1) { lineStyle(0.1, 0x666666, 100); _x = 265; _y = 216; [Code] .....
I have a bit of an actionscripting dilema... I am trying load a movie ontop of another movie, so they are at different levels. This I can do ok, its just that when the new movie is launched and sits ontop of the old movie the buttons from the old are still active and interfere with the top movie. I know I could unload the old movie underneath, but my problem is that I want the user to be able to close the top movie to go back to the bottom movie at the place that they left it.!
I've got a mainmovie.exe, which creates 4 emptymovieclips as containersall of the containers load an external moviethe one at the top with a menu/buttonsI'd like the buttons when clicked to unload all the containers and reload the original lowest level movie from a particular frame. then it'll go through the process of creating empty clips, and load each external movie againBut since I'm playing the movies in an exe. I dont know how to unload all the containers and start the root/lowest level movie from a particular frame of a particular scene.The main movie is called mainmovie.exe, it creates containers 1 - to 4 as empty ,movie clips.DOes its thing, reaches a particular frame and loads movies into into container 1 - to 3, and topcontainer. Topcontainer is the most important. It has the buttons/menu. WHen I put an "on release action" to unload all the other containers and gotoAndPlay root ->frame 2, it doesnt work. It unloads everything, but wont load goto And Play.I'm left with a blank screen.So frame 2 of root mainmovie.exe
I am apparently having problem loading a swf onto the proper level. Anyways, the short of it is that I now need to create all my movieclips on their proper layers and when they are needed call them to the screen.My main screen is on the first level/layer. I then created a movieclip on layer two. I then try to load the swf into that MC on layer 2 and it doesn't display.
I'm trying to test which .swf is currently loaded into a certain level. Is there a way to do this?
What I'm attempting is to load content for a portfolio into the main swf. However, if the "home" content is already loaded and the "home" button is clicked, I don't want it to reload.
By the way, I'm using AS 2.0
Also, is there an easy way to split the scenes in a .fla into separate .fla's?
I am currently working on a platformer using accelerometer to move the character and xml to load levels as so.. [as] level.x += (e.accelerationX*40); if (e.accelerationX > 5) { e.accelerationX = 5; } if (e.accelerationX * 40 < 3 && e.accelerationX * 40 > -3) { player.gotoAndStop(1); [Code] ..... And it is all added into one movieclip called level. My problem is when the character hits under a platform it will go up it which I don't want it too, I don't know how to fix it heres the gravity code.
I am having difficulty making the buttons of the 3rd level load the final set of external swfs and keep doing the smooth transitions they are supposed to, with midframes and outros. Somehow I am messing up the paths. I have several buttons in each level and they all work fine except the very last level.Below are a characteristic string of button AS for each level:
Main timeline:
on (release) { if (_level0.currMovie == undefined) { _level0.currMovie = "firm"; menu.loadMovie("firm.swf");
[code]....
All buttons inside assoc.swf are not working. I played around with the paths, but obviously I am missing something very simple and very ellusive about pathing. If I change the path in firm.swf so that _root is _lever0, then THOSE buttons stop working.
I am currently doing a project which involves quite a large swf file at the end. I was wondering if anyone knows a way that i can easily make it so that at the begging, when first loading up the flash, it just loads the menu and a couple of other frames, but when i go onto play the game, it will load each level just before you play it, so that the player doesnt get bored from waiting right at the begging for a while when they can wait 5 seconds before each level.
Im pretty sure ive seen this done before but im not sure whether it is preparing it in that time, or downloading it. I want it so that there will be a 10-20 second wait for the game to load up, then you go to the menu, press play, loads the next frame, or certain number of frames, you play that level, then it keeps on doing this for all the levels.
im using a load targetscript to load external swfs into the main timeline of my movie, however im keeping much of the other layers/mc's loaded, and the external swf is loading over them, the level the blank movie clip is created in doesnt seem to be working propperlly?? whats going wrong?
I'm working through actionscript 2.0 tutorials using Flash 8, and I'm getting apparent false syntax alerts from script files containing classes with static properties. The .as files seem to work okay when I run them with corresponding .fla files with the Test Movie option, and the code is copied straight from a Macromedia tutorial pdf manual. [code]...
Loading stuff in levels ( MovieClipLoader.loadClip(picOrSwf, 1); ) and want a -for to do- loop to make them all _visible = false; but can't get it to workfor (i=0; i<total; i++) { _root[_level+i]._visible = false; } is the closest I got. (_root[_level+1]._visible = false; DOES work, but is no good of course).Let me know if this outlines my problem goo
Loading Images in _levels via loadClip. Now i want 2 buttons on TOP of the Images. So first tried attachMovie _level 200. Did't work (don't ask me why since all logic says it should. but I'm guessing a difference in loading between loadClip & loadMovie). Now made 2 swf files with just the buttons and load via loadClip. Works fine BUT... now I can click then. tried stuff like:
Code: _level200.button_btn.onRelease, _level200[button_btn].onRelease, _level200["button_btn"].onRelease, _root[_level200["button_btn"]].onRelease You get the picture. Any solution to this?
I have a loaded SWF file in _level1 that has audio in the timeline. I am trying to control the volume of this loaded SWF with a 'mute' button in the main SWF file. On the first frame I'm using the code:
my_sound = new Sound(_level1); and then on the button script I have: mute_btn.onPress = function(){ my_sound.setVolue(0);//mute volume }
but it's not working. Is the new Sound(_level1) not valid?
I have a loaded SWF file in _level1 that has audio in the timeline. I am trying to control the volume of this loaded SWF with a 'mute' button in the main SWF file. On the first frame I'm using the code:
my_sound = new Sound(_level1); and then on the button script I have: mute_btn.onPress = function(){ my_sound.setVolue(0);//mute volume }
but it's not working. Is the new Sound(_level1) not valid?
why my "nieuws.swf' is not going to frame 2 or not showing at all when i press the button with the second piece of code on it? The nieuws.swf has a stop on frame 1 and on frame 2. I can see it right away when i take away the first stop. I use the function playNieuws, to make it all happen.
However I am using embedded .swf files, and the scrollable image I want to control is on _level10 (within a master file _level0). I am decent with actionscript and based on tests with the example file, I know the code works. BUT my problem is getting it to function within a different flash level. I'm about 99% sure it isn't working because the code is looking for my movieclips or the scroll function on the main timeline and not that of _level10, but I can't figure out where the code I need to change is. Its driving me crazy.Here's the code (from the above link). This goes into the main timeline, where "area1" is the movieclip you hover over to enable the mousewheel and "mc1" is the mc that is moved by the mousewheel:
Actionscript Code: // IMPORT import FlashCommon.MouseControl;import mx.utils.Delegate;Stage.scaleMode = "noScale";// ADD SCROLL FOR AREAS - addScroll(id, mc, function)//// adding scroll