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;
I'm using CS4/AS3 and am swapping out swf files in a single holder from different buttons. The problem is that the child isn't getting removed when switching from button to button.Here's my code:
var Xpos:Number=0; var Ypos:Number=150; var swf:MovieClip; var loader:Loader=new Loader();
A loading bar for my portfolio website is not working at all. Although the same loading bar will work on other Flash projects.After doing some research I have found that loading in MovieClips from the library may be the cause of this. So instead of loading them in from the library, i am now loading them in externally but the problem still persists. how can i un-embed the font? [URL]
i am having some issues with the gettotalbytes function as flash wont take it as its function ( which generally show in BLUE COLOR ) so what i am trying to do is not working.
what could cause buttonMode to 'not' work properly?? the clip has MouseEvent listeners. I set the buttonMode to true. I have a trace statement inside the roll over event showing that buttonMode is set to true, but for some reason its not showing the hand cursor. the rollover,out, and click events fire as they should too..and i have other objects that work perfectly fine with buttonMode.
on (release) { _root.rightMenu_mc.gotoAndStop("Animation"); }
It works fine the way it is but I read that it is better to use relatives paths rather than _root all the time but when I change it to _parent.rightMenu_mc.gotoAndStop("Animation"); it doesn't work anymore.
I have a movie clip I am using to display a group of logos i created which are also movie clips. when the user clicks on each logo the logos are supposed to enlarge except, that because of the way the layers are stacked, one of the enlarged logos displays underneath the smaller one. so, someone suggested i use swapDepths. But nothing happens. it won't even enlarge. here's the script:
on (release) { this.swapDepths("manard"); gotoAndPlay("oataup"); }
"oataup" is a frame label, obviously and "manard" is the name of the movie clip instance I'm trying to swap with. I've never used the swapDepths method before so I'm hoping I screwed something simple up.
I have one function that for some reason, isn't calling the next function. I've been looking over this code all day and I feel like it's probably going to be something really small and stupid but I jsut really need help at this point. The function that isn't working is showUsers().
when the user clicks on a thumbnail the user can close the lightbox by clicking on a button like this
Code: this.removeChild(lightBoxCont);
This all works (or seems to). If the user then clicks on another thumbnail the light box appears again, but the buttons don't work. These were added in the class lightbox.
Interestingly if I trace teh number of children that lbx has I find that each time the user presses on a thumbnail it goes up. First time its about 30, next time its about 60, next time its 90 and so on.I think this is causing the problem with the buttons not working.
For some reason, the gotoAndPlay command in one of my frames won't work properly (I think that's the problematic command, but maybe it's another one in the movie).
Frame 1 consists of a button instance named "menu", which is a text reading "menu". When pressed, the animation starts playing and several menu options appear in a frame-by-frame animation, which lasts up to frame 7 where the movie stops.When the "menu" instance is pressed again, the playhead is released and the movie plays another frame-by-frame animation (from frames 8 to 16) of the menu options disappearing.So, in frame 16 there appears only the "menu" instance - just like in frame 1.
All of the above works fine.What I want to do is tell the player to go back to frame 1 as soon as it reaches frame 16, so the menu can open up again when the instance is pressed.I put this code in frame 16:gotoAndPlay(1)and it seems to be working fine, but when I press the "menu" instance for the third time (meaning, after it has already opened up and closed one time), the movie starts playing from frame 8 for some reason.
I made simple banner which consists of pictures and symbols. Now I want it to jump from the last frame to first one. I tried to put simply gotoandplay(1); but that dooesn't work. What's wrong?
I'm not familiar with AS3 at all.I'm working on a simple 2 minute presentation. For testing purposes, I have a layer named "label" that I am using to set a label called "test" (currently it's on frame 1445)I'm trying to put an action in the timeline, frame 1, that will cause the play head to automatically jump to the "test" label so as I build the presentation and test it, I don't have to sit through the entire thing just to see if my latest animations are working as expected. I'd like to move this "test" label down the timeline as I continue to build new parts of the presentation. I would expect this code to jump the play-head to where ever I put that "test" label..Instead, it either doesn't work at all, or it jumps to some other random spot around frame 160. NO other labels are being used in this presentation (I'm using the FlashEff component plugin for effects, in case that info is necessary)
I have a scene for the title screen and a scene for the game itself. On the title screen i have a start button, that when clicked it is supposed to go to the game scene; but for some reason this wont work.
actions for startclick (start) on(release){ gotoAndPlay("Game", 1); }
On the same frame, I have two buttons - one with alpha transparency above an image, and one regular one. Both have the " on (release) { gotoAndPlay (2) ; }" code. The transparent one doesn't work, but the other one does.
I've got a simple button that when clicked needs to go to a particular frame and stop when it hits the stop(); however when I test it I get a type error #1009 Cannot access a property or method of a null object reference. at PostCard_fla::MainTimeline/frame25()
I need to be able to tell it what frames to go to manually so the user can jump around the time line using short animated transitions between pages (set up like a web page) in AC2.0 this was easy, but its different in AC3 and I'm not quite sure what I'm doing wrong.
This is my code:
stop(); btn_flip.addEventListener(MouseEvent.CLICK, buttonClick); function buttonClick(event:MouseEvent):void{ gotoAndPlay(28); };
I'm trying to gotoAndPlay using AS3 in a certain frame inside a symbol, my target frame is inside another symbol which is "Carrera" (class name). Both symbols where placed on the scene by dragging from the library.
I've tried with:
MovieClip(carrera).gotoAndPlay(1);
Error Output:
TypeError: Error #1034: Type Coercion failed: cannot convert carrera$ to flash.display.MovieClip. at fondoUcreativa/frame500()
Also tried with:
carrera.gotoAndPlay(1);
Compiler Error:Symbol 'fondo Ucreativa', Layer 'Layer 2', Frame 500, Line 4 1061: Call to a possibly undefined method gotoAndPlay through a reference with static type Class.
I have made a simple animation using only the timeline. The animation is covered by a button "Knapp" (alpha 0) wich activates the actions. The whole thing works fine the first time. The last action says go to and play frame 2, wich has two actions: stop + go to and play frame 4. But this action does not work the second time. I tried to set the action to frame 3 instead of 2 and the same problem occured on another action on the timeline as well.
Here is the last action on my timeline:
Knapp.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_11); function fl_ClickToGoToAndPlayFromFrame_11(event:MouseEvent):void{ gotoAndPlay(2);}
I created a movie with several nested movie clips. within these movies are stop actions to prevent the clips from playing at the wrong time. I created the gotoAndPlay/stop functions to play these clips at certain points of the animation. Now at first these actions worked smoothly and exactly as i wanted, however after several test movies, some of the gotoandplay/stop functions stoped working. Has ne 1 ever ecounterd this problem is there a way repair these actions without recreating the whole movie? i tried rewritting the scripts and still does not work.
Basically the title is the question. I want to loop the root movieclip; in this case it plays from frame 1 through to frame 240, then I want to loop back to 97-240 infinitely afterwards... I tried adding to an actions frame on frame 240, "root.gotoAndPlay(97);" and got an error call to a possibly undefined method).What am I doing wrong?
I'm having an issue with my code where im trying to make a different movieclip play every 2 seconds on the start screen for a school project. Simply by changing the array access number however flash is giving me an error code and I've narrowed it down to (i believe anyways)something wrong with my " mcArray[i].gotoAndPlay(2); " because it works fine if i just put the name of the movieclip but not with the array.
The error code is:
TypeError: Error #1006: value is not a function. at OpsAPP2_fla::MainTimeline/onTimer() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
I have a Flash Professional CS5 project with ActionScript 3. I have a movieclip object with several gotoAndPlay ActionScript commands inside of it. I also have other gotoAndPlay commands on the main stage, linked to interactive events.
When I run the project via Ctrl+Enter, it works perfectly, without any issues. However, once I compile it down to a .swf or an Air 3.0 file, it runs, but omits some or all of the gotoAndPlay commands, both the ones inside of and outside of the stage.
my timeline I have animated and placed all the images and info as well as 'stop();' and 'gotoAndPlay();' actions here and there, they are mainly to constrain part of the timeline so when the user clicks on a button he's taken past those constraints further on the timeline to another page with information. Problem is, I have four buttons, the first one has a on (release) { gotoAndPlay(107); } on it and frame 107 is past my first stop(); action and is working fine. The second one with the same properties and the same action just a different frame, doesn't work at all! All the buttons have instance names. I can't understand what's wrong. All I have are some stop();, gotoAndPlay();, gotoAndStop(); actions! Do they affect the button behaviors? It's really annoying me and giving me headaches... What am i doing wrong here?
I have a main timline with MCs in it. when the MC gets to the last frame, there's an onEnterFrame event telling the main timline to go back to frame 129 (labled "b1") and play.
I got the MovieClip(root).gotoAndPlay("b1"); part added to my function to call the root. however, when I test the movie, it does everything correct except play. it goes to b1 and stops. here's my as3:
code: this.addEventListener(Event.ENTER_FRAME,goBack); function goBack(e:Event):void { MovieClip(root).gotoAndPlay("b1"); }
why it won't play? I've tried using just the frame number and that won't help either. there's nothing else on the main timeline to stop the movie...