ActionScript 2.0 :: Attach Movie And Remove It Later?
Jul 15, 2010I have a movie with some MC inside the library, and im calling them with buttons with the follow script :
[Code]...
I have a movie with some MC inside the library, and im calling them with buttons with the follow script :
[Code]...
Code:
var hands = new Array();
function attachHands(){[code]....
These are the codes i have typed.I have already attach the movie in hand1,hand2,hand3.Is there a way to remove attachHand1 and attach a new movie clip on it? Not to overlap on attachHand1 because it will be seen.Those hand1,hand2,hand3 are empty movie clips....
i have problem with my array. when i remove mc and attach new mc. new mc comes wrong place. fla says more than a thousand words
View 3 RepliesSo I have a combobox...it's called tableColorBox, with two labels and data- transparent and color. The initially selected label is transparent, but when the user changes to color, I have an attachMovie that calls on a color picker. That part works like a charm. But for some reason, I can't get rid of the color picker when I change back to transparent
Code:
tableColorBox.changeHandler = function() {
if (tableColorBox.selectedItem.data == transparent) {
[code].....
I am using the following for attaching a clip from library but how do i un-attach or unload. I am using the home button to remove the attached clips when i clicked About or Gallery (using xml gallery format) or Contact.
on (release) {_parent.holder.attachMovie("AboutClip", "AboutClip", 1);}
I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")
Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.
I'm using removeMovieClip and AttachMovie twice in one rollOver event, but only the second one works. Here's the code:
[Code]....
So - if there is only remove/attach of "LetP" everything works fine, but whene I add ramove/attach "k" only the "k" works, the "LetP" doesn't change.
Should I put it into a function? Or is there another reason?
Actually I just checked and the removeMovieClip doesn't work in both cases. Is that becouse actionscript is attached to object itself instead of a dedicated actionscript layer?
do to the lack of good on Kongregate, I have come here =D
if(_root.row2.block1._x == _root.row1.block1._x)
{
_root.row2.block1.removeMovieClip();
[code]....
I have the following code:
var theItems:String = "4 3 6 19 20 40 41 4 3 6 19 20 40 41"
var titems = theItems.split(" ");
var nextLine = 0;
[code].....
can anyone explain me that what are the things new in ActionScript 3.0 and give me the links where this thing explained in detail.How to createEmptyMovieClip and how to attach movie Clip?
View 4 RepliesHow do i attach a movie to layer 2. so that what ever is on layer 1 is above the attached movie clip?
View 1 RepliesI �m just starting to migrate from AS 2 to AS 3 and i have a problem with the addchild function�.I have a movieclip with the Mascot class and i�m trying to add it to the stage using a class file��but it doesn�t do anything�I have no idea how to load this movieclip using a class file even though it works in the actions bar[code]...
View 1 Repliesi am trying to create a basic game and am having a problem. I'm using swfmill and mtasc (but I doubt that has much impact) and am using ActionScript 2. At the moment I am attempting to add a load of tiles to a set and then move that set of tiles about the screen in one go. The problem I am having is that I can not figure out the best way of linking the set (which is created on the fly) to the _root movie and so it doesn't draw.
I could potentially be doing everything wrong as I have only just started to learn how to use this language. This is basically what I do:
I create a 'Main' class that extends MovieClip and add a new clip of this class to the library.
I also create a 'TileSet' class that also extends MovieClip. This class calls attachMovie (on 'this') to add a number of tile MovieClips from the library to this TileSet.
I create a 'TileSet' within 'Main' (like var myTileSet:TileSet=new TileSet();), so that the Main class can play with the tileset.
When running I see nothing. As I said befor I believe this is due to TileSet not being attached to Main or _root. As a test I changed the TileSet's attachMovie (that attaches the tiles) to be called on '_root' rather than 'this'. This change makes the tiles show when run, but means that I can not move all the tiles by simply moving the TileSet.
I think I could probably add the TileSet into the library and 'place' it (swfmill method to put the clip into the stage), but I would prefer to do it on the fly in pure ActionScript as I think this will be useful later on too.
Is it posible to make a lus in front of this? like : for (var i=0 i< 10; i++){
[Code]...
Where i got 10 Menu's of it, in an Attach instead of a Duplicate?
Thats the first time i am using this forum so I'am a newbie. For first I must say that my english is the worst on earth. Therefore a you understood me.My problem is: made the Attach Movie Clip with XML Load and it wondered me, because it worked. But now I make Hover Captions inside the first Attach Movie Clip, also with an attach movie function, Now I have the problem how to get the data from the xml file into the 2. attach movie.for the 1. path (into the first attach movie) the code looks like this._root["neuesMC"+i].xmlPfad = xmlDatei[i].attributes.namen;
my Structure:
> xml Load
> read XML
[code]....
I followed the tutorial about multi-dimensional arrays and attachmovie. I would like to create a similar one but I want to add setInterval so that the attached movies appear in an order with some time delay. Instead of the loop used in the tutorial I used setInterval and clearinterval. However, all the attached movie clips' _x and_y positions are the same and I can't send the information in the array to the attached movie clips. When I trace() the text boxes it returns undefined.
View 2 Repliesi am trying to attach a movie and then drag it, this works but the code to stop the drag does not.
[Code].....
I want to add a movieclip to my scene, then play it. I can get it into the scene, no problem. But how to get it to play? it wont work!
Code:
attachMovie ("crsMoveMC", "crsMove", -1);
crsMove._x = 250
[code]....
how to move attach movie. What I wanna to do, I wanna attache movie clip to the stage(grey) and then i wanna attache another movie clip in to the stage( red) and another( blue). I wanna move just red and blue movie clip(axis:y) like they grow on grey movie clip.
View 3 Replieshow to eliminate previos attach before move to next attach MC..let say as u can see in my code..I just settign the interval..for 2 second..in other to attach the mc on eby one...so how to set up the code so that if the 2nd mc has attach it'll remove the 1st one attach for certain time...and so on..the scenario like this..
mc1 attach
after 2 second
mc2 attach --> remove mc1
after 2 second
[code]....
script to duplicate and attach movie to the mouse movement.
[URL]
I have a MC called "Holder_mc "
I'm trying to load a Movie inside it via the MovieCliploader way.
This work and if I trace my target_mc it gives me :
_level0.Holder_mc.imageHolder_mc but if I try to attach another movie clip to target_mc with target_mc.attachMovie (values) then it doenst work.
and trace (target_mc.new_exhibition_view) .
Give s me undefined
Here is the code (FLA is attached)
Code:
attachMovie("Holder_mc","Holder_mc", 50);
Holder_mc._x = 0
Holder_mc._y = 0
[Code].....
How do i go about attaching a flash movie to a cursor, while not replacing the cursor?
View 1 RepliesI've built a random image generator that places 6 different coloured movie clips randomly on the stage and at any quantity that I specify. So I can have say 100 black, 30 red, 50 blue clips scattered about the screen...lovely. My only problem is that the code goes through and does one colour clip at a time so it places the 100 black first on lower levels that the 30 red, which are on lower levels than the blue and so on. This creates the problem that the last colour always dominates as it's on the top most levels. Is there a simple way to randomise the levels as the movie clips are copied? Here's the code
[cODE].....
I am attempting to attach a slider bar to a movie clip. The movie clip is of a face morphing from emotion to no emotion. My ultimate goal is to have the viewer choose when the emotion has disappeared by moving the slider bar.
View 1 RepliesHow can i attach a movie clip on to my program?
View 4 RepliesI've set a movie to appear in my flash library using attachMovie. In the movie(Red), on release of a button there is a command that removes the movie Red/game_mc from the _root and code to make it an new file. I've given co-ordinates to other clips loaded in this way and they appear where they should.
[Code]....
The _root.game_mc being removed is an instance of a different movie clip loaded earlier. The problem is that the clip that loads at the origin (0,0) of the main document rather than the _x and _y co-ordinates from the clip.
When im attaching the enemy on stage.this is not attaching.. Ihave the linkage name "enemy " in the libary. [code]...
View 3 RepliesThis is what I am trying to achieve but I do not remember the syntax in AS2
HTML Code:
public function highlightCan() {
var glowId = String(this);
var newId = glowId.substring(47);
[Code].....
If I hard code this value i.e. _glow0 or _glow1, this works but this value needs to be dynamic, in order to get the rollover state working. per highlightCan();
I would like to attach a sound to a movie clip that is serving as a button.
I want the movie clip button to make a little noise when the mouse rollovers it.
I am using Flash MX.