ActionScript 2.0 :: Button To Go Backwards On The Timeline?

Sep 12, 2005

Whats the action script for a button to go backwards on the timeline?

on(release){
goBackWardsOnTimeline;
}

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[Code]...

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[Code].....

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I am trying to tell flash from within a movieclip to start playing a specific frame within the main timeline only after it has finished playing the movieclip backwards. I can get the movieclip to play backwards fine but it's getting the main timeline to start from frame 1 which doesn't work. I have the following code on the first frame of the movieclip (which is called video) but it doesn't seem to do anything.[code]

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Code: Select allnextButtonAbsorbent.addEventListener(MouseEvent.ROLL_OVER, nextButtonAbsorbentOver);
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[code].....

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I am looking to control a movie clip with a backwards and forwards button.

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ActionScript 3.0 :: Control A Movie Clip With A Backwards And Forwards Button?

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I am looking to control a movie clip with a backwards and forwards button. I need the clip to stop at every 5 second increment both backwards and forwards. my movie clip is 25 seconds long.

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[Code]...

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I've used this code to go from one frame to the next

function backframe(event:MouseEvent):void
{
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[code]....

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[Code] .....

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Hello,
 
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Problem: I have an flv I would like to play backwards.
 
Attempt: I have used the code below to play an MC backwards as well as forwards with success in the past. Now I have an flv which I must play backwards and I thought embedding it entirely in an MC would be fine. The code works, but when ti performs the backwards portion, well, it runs very slowly.
 
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[Code].....

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I've made this as a "prototype", getting used to how the game will move and such, and I've got it moving as I want it, but I can't make it move backwards when I press the back button The whole thing is inside a movie clip, I just want it to play backwards when I press the back button

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I have an application where a user uploads an image and then transforms it by clicking, dragging and using a resize bar. But my client has asked me to limit where the user can drag to, this is not a problem except I need the limits the opposite way around to what would be considered normal.

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public function startImageDrag (e:MouseEvent):void {
mousePos['x'] = e.target.mouseX;
mousePos['y'] = e.target.mouseY;[code].....

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