ActionScript 2.0 :: Delete Specific Movie Clip From Shared Object?
Jul 18, 2011
in shared object Delete specific Items i her store MovieClip int shared object then show Movie Clips in the posistion x and y wit text field which hold the string value the problem is i cant delete specific movie clip from shared object this code
seevoo._visible = false;
user_co = SharedObject.getLocal("coment");
i=1;
///////////////// if condition to out if the value of shared object undefiend ///////////////
I have been doing really well figuring everything out up until now.[code]How it stands, what is this link pointing to? Can I make it target a specific frame in a specific movie clip?And if someone would be so kind and explain what this is saying in 3rd grader terms.
In my project are pages of text with each word having a button that when pressed will display a movieclip presentation about that word (its pronounciation and spelling etc..). In the project I am working on now I have over 450 unique presentations of words to deal with. I don't want to have all of these hundreds of movie clips on the stage and tell them one at a time to stop and rewind and then have one play each time a word button is pressed. That seems to be very inefficient to me.
add movieclips to the stage using addChild(movieclipname) and remove them using removeChild(movieclipname) but there is a problem. I have hundreds of unique movieclips and I don't want to have to manage hundreds of variables containing the indivudual movieclip instancess. It is a real pain having to figure out what instance is still on the stage before i delete it.In Adobe Director all I have to do is this:
okay, in my game, at the end of a level, the player runs into a finish movieclip, the problem is, when the player goes to the next frame, it brings the finish movie clip to the middle of the stage, i tried to remove the movieclip but it dident work, also i have the finish movieclip in the next frame, just in a different place
What I'm trying to do - remove/delete a movie-clip once a button has been pressed (Selling a tower)My problem - Is that from my limited knowledge none of the following work.
removeChild(myTower); Turret.removeChild(myTower); - (trying to reference the class of the turret so that it can access the movieclip) Turret.parent.removeChild(Turret) Turret(root).removeChild(Turret)
This function is placed in the first frame of the source.fla where all main functions are.The turret has its own class defining its properties and such.Basically what i want to happen is when the button function is activated to remove the movieclip Turret and the class from running.
I have trailed through endless forums and tried adding all the various codes.I have a movie that is embedded within a php page. The movie starts with an animation and at the end, an image emerges with buttons. The image that emerges is actually an xml run slideshow but I don't want to complicate it with this bit of information if it is not relevant. So the film stops there and the buttons remain with a changing background.
I would like to make it skip to the end frame if it has been played before, if someone returns to the page, so that the user doesn't have to watch the entire movie to get to the buttons.I have tried adding this to the first scene however it is pretty temperamental:
var myCookie:SharedObject = SharedObject.getLocal("checkFirstVisit");
if (_root.getBytesLoaded() == _root.getBytesTotal()) { // Flash Cookie[code].....
I have a sound clip called "wing" in main time line. Inside main time line I have movie clip called "shell" inside that another movie clip "perform" inside that have another movie clip "engine" with a sound clip "panel"
I created a loop that adds the same movie clip 22 times inside of another movie clip and pushed it into an array in order to control it later. But i can't seem to find away to remove those children from the movie clip... is there a way to remove all children of a specific movie clip? I tried to create another loop but i cant remove the children using removeChild(arr[i]);
I am making point and click game with AS3, with few scenes. On one scene, I've made some kind of door movie clip, and animated it inside that movieclip. there is a "doorhandle" movieclip also, and it needs to animate that animation (inside "door" mc) on click, as well as animation inside "doorhandle" movieclip in the same time.
I have been having some trouble with a movie clip basically designed to act as a button for a store front for a website.This movie clip has, stored as the front of the movie (i.e. before you click in to edit the movie) the following code:
This gives the movie the hover over and out effect and animates the button so as once pressed the button expands to give a 'Product Details' view.However, when clicked the info shows up as it should but the hit area which I put into the Movie Clip is still on the info area so none of the contents on this new window are accessible and when the cursor leaves the designated info area the movie clip returns to its first stage as it would appear at the start of the animation.Is there any simple way to disable the HitArea on specific frames within a Movie Clip?
How do you get dynamic text to show up within a specific movie clip instead of simply on the stage?
I've created a dynamic text field and given it an instance name (banner_txt). I'd like to use a variable to hold the .text info for this field, that way the banner's label can change when people go to a new section of my website.
I am trying to attach a movie clip at a specific location on the stage using the following code:attachMovie("plane_mc", "mc", 1, {x:50} );The statement above does attach my MC called plane_mc onto the stage but it won't attach it at the location where I want it to. The x parameter doesn't seem to have any effect whatsovever on the stage location.
This loads a new movie clip of a simple slideshow which has 7 frames. You can click through these frames with left and right buttons.
I no longer need the left and right buttons. I need a group of 7 buttons sitting under the "Recent Projects" link which each link to a different frame of the recentProjectsBody_mc movie clip.
I assume I need to load this movie clip before I link to a frame within it. But then how do I link to a specific frame within that movie clip?
Basically, I have adrop down menu, which contains about 20 buttons. Each button is set to _root.Keys_MC.gotoAndPlay("frame label"); a specific from within the Keys_MC which is on the main timeline.
The problem is, no matter which one I click, it always links me to the first frame of that movie clip.
how to get a movie clip to loop a specific number of times in Flash? I know how to stop a movie clip from looping by using the this.stop (); command by placing the command in a separate Action Script layer, in a keyframe, inside of the movie clip's timeline. This allows the movie clip to play through once and then stop. But I need for the movie clip to loop more than once, maybe 2 or 3 times, and then go back to the main timeline.
Also, is it possible to place a pause (I'm guessing, maybe by using a timer of some type?) between the loops, so that the movie will pause a couple of seconds before it loops again and then stop? Please note I do not need the movie clip to stop when there's an event like a rollover or anything. I just need it to play a couple of times, pause between plays and then stop and go back to the main timeline.
Does anyone know how to get a movie clip to loop a specific number of times in Flash? I know how to stop a movie clip from looping by using the this.stop (); command by placing the command in a separate Action Script layer, in a keyframe, inside of the movie clip's timeline. This allows the movie clip to play through once and then stop. But I need for the movie clip to loop more than once, maybe 2 or 3 times, and then go back to the main timeline.
Also, is it possible to place a pause (I'm guessing, maybe by using a timer of some type?) between the loops, so that the movie will pause a couple of seconds before it loops again and then stop? Please note I do not need the movie clip to stop when there's an event like a rollover or anything. I just need it to play a couple of times, pause between plays and then stop and go back to the main timeline.
The code below adds all the childrens of specific movie clip to the array called arrayBox. The next loop SHOULD loop through all the items inside arrayBox and check if any of those items (those items are all movie clips) is colliding with movie clip which isn't in array called avatar. If so, it should pop up the output and change some variable, but the point is that something with second loop is wrong...
function makeSquare(sgu:String,clo:uint):void { var squ:Sprite = new Sprite(); addChild(squ);
[code]....
Now my problem is; that i'm from another function would like to make a call, that deletes a specific rectangle previously generated by the above function.