i've got that inside of a MC on the stage called FACING(this).in facing-effect, i got a stop in the first frame, and the second frame is my tween with a label titled "running".
I know how to attach a movieclip dynamically using flash 8 and cs3 but not in cs4. can u pls help me on this.
I made a movieclip named "box_mc" and i deleted from stage. It's there in library. now i want to display the movieclip "box_mc" dynamically on stage. how to do this using flash cs4 ?
I know how to attach a movieclip dynamically using flash 8 and cs3 but not in cs4.
I made a movieclip named "box_mc" and i deleted from stage. It's there in library. now i want to display the movieclip "box_mc" dynamically on stage. how to do this using flash cs4?
I made a movieclip named "box_mc" and i deleted from stage. It's there in library. now i want to display the movieclip "box_mc" dynamically on stage. how to do this ??
I have a set-up a movie to dynamically load text from a text file. Now I realize that I want to attach live links to some of the urls in the text file. My question is can you attach the links in a text file by putting html tags in there or is it better to turn the text file into an XML file with the tags in there?Also can you attach CSS styles to that text file.. for instance in addition to adding links to the text I would also like to change the color of the text.
i am trying to do the following: in a tile-based game i want to attach a bunch of tiles which are movieclips the tiles are all similar in function, only the graphics are different. so i created one basic class for all of them:
Code: package { import flash.display.MovieClip; public class TileMC extends MovieClip {
point me to anything which will help me dynamically attach movieclips from the library into one main movieclip, which then I can duplicate it many times..You see, what happens with duplicateMovieClip,is that it duplicates the main movieclip itself, without taking its contents..I want to take the contents too. The only way I can imagine this could work, was if I could take a 'snapshot' of the movieclip and keep it as a bitmap, from which this could be duplicated - because I dont need the movieclip and its contents to contain code or have any animation playing. I just want it as an image, so I can create a pattern from..
I've a movieClip called "picChange" and inside that movieClip, there is another movieClip called "picFrame" and inside that movieClip there are three movieClips called "HolderL1", "HolderL2", "HolderL3". I use these 3 movieClips to attach movieClips(questions for game) from library. I put movieClip inside movieClip to add some animation while it loads. I used following code:
for(var i:int = 0; i<3; i++) { var pic_mc:String = "picLeft" + ranque[i]; var que_mc_class:Class = getDefinitionByName(pic_mc) as Class;
I want to load an external swf and dynamically attach the mc's in the loaded swf to the main movie. Is it possible to reference the linkage properties of the externally loaded swf in this way?
For some reason i'm having problems swapping scenes in my flash movie. At first i put the action in a "actions" named layer and a link to a button. So basicly when scene1 loads the frame 1 action is "stop ();". The viewer clicks on button1 which has a code of;
how 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
i'm trying to figure out how to reset or refresh clips that are dynamically attached to another clip based on records returned through xml.asically if the user chooses a different filter for the database query I need to be able to refresh a scrolling list made up of clips which will be different based on the filter.this is what I have for a function. I try to use "attachEmptyMovieClip" but to no avail
Code: getAll=function(){ members = getMembers.firstChild.childNodes;
I was wondering if there's a way to attach objects to one another. Basically, for a flash animation, I have a monkey swinging back and forth on a branch. The transformation point is set at his hand on the branch, while his arm swings back and forth like a pendulum. His body is at the bottom of this pendulum, and right now I have to reset the body as his arm swings.
How do I attach the body to the bottom of his arm to its own pivot point so that they're always attached to each other, but so that the body always is in the SAME POSITION (i.e., when you rotate the arm, it does not also rotate the body).
I am currently creating a project in flash. Basically I have nearly a hundred frames. I want my next button to play scene 90 to 100 and then play 60-80 after the previous one has finished. I have already put action script in the top layer to make sure it will stop at 100 and stop at 80 but i cant get them to play after each other. I haven't a clue of what function to use only go to and play but then they would play at the same time right?
How can I get a movie clip to play when pressing the right arrow key? The movie clip is called helicopter and it has stop(); on its first frame (with an animation following).
Here is the loop that tells the arrow keys what to do when pressed:
public function loop(e:Event) : void { vy += gravity; y += vy;
hen you click on a button within my swf it loads an external swf into an MC that sits on top of the 1st swf, which continues to play underneath.Within swf2 I have lots of pages that you can navigate to, which works fine on its own, but not when I try to play it through swf1.When I click on any of the navigation buttons they don't work.I've tried making an MC within swf2, putting all the pages in there and on the navigation buttons doing:
I am trying to perform a simple jump on a button with this basic code,
on(release) { gotoAndPlay("ToMain"); }
This works most of the time. Other times it simply skips the jump and continues on. This jump is aimed to skip over an intro (so heavy image transitions with music and commentaries added). I am guessing the intense cpu processing is the cause of the skip. Is there a sure way of performing this jump?
I have a game where i add some cartoonish ants, that when they are clicked, they need to be removed from stage. There are 4 differend kinds of ants, so im doing a Math.random for picking which one to add. (ant 1+2+3 have 50% chance to spawn and 4th 50%)
Code: rnd_nbr = (Math.random() * 5)+1;
I have a timer doing 10 tick, and i reset the timer to make neverending. Then i have a math random and if sentences adding mc' to the stage with movement from Tweener, and event listeners for clicks. But i cant figure out how to remove them when clicked. I have done alot of failed tries right inside the click_candy_anty function. I've left them commented out.
Code: import caurina.transitions.Tweener; var ant_index:Array = new Array(10);//index for ants var ant_number:int;
Essentially, I've got a MC container that's created dynamically based off an XML file (basically for every <title></title> I've got, it makes a new "card"). Now within the context of each <title></title> grouping I've got <imgs></imgs> in which I specify the path to images that are related.All of that works perfectly, save for the external jpg files actually appearing on the stage. The MC I add them to does, but the external image doesn't.My problem is- I can't add the external images until they're completely loaded (or so it appears). The thumbnail BG I use is blank. So I know for a fact that the thumbnail BG isn't occluding the loaded thumbnails.
That's the correct syntax for this? I want to be able to dynamically write to several textfields that exist on the stage but have not been dynamically placed there.