ActionScript 2.0 :: Load Movieclips When Main Moviecliploader Are Loading
Mar 30, 2006
I want to load movieclips when my main moviecliploader are loading. So eg I have a loadbar and when its 50 % I want a movieclip to come up. And if the loader is at 70& another movieclip comes up.[code]
how to make buttons play movie clips in a particular area when I press a button however I'm trying to make the jump up higher.
I have 3 menu items with 3 movie clips loaded just beneath the menu Items. However my first problem is, how do I hide content or even better, only play certain movies when a button is released?
I'm building a portfolio site for an art director. He has access to final swfs but not fla files, and I'm calling these final swfs into a main movie, using MovieClipLoader. The external swfs live in subfolders, relative to the location of the main movie. The problem, of course, is that when the external swfs are loaded they look for any additional swfs relative to the movie they're loaded into, and not relative to the folder they're located in. I've tried _lockroot -- no dice.
on (release) { _parent._parent.buttonClick("movie name", _parent._name); }
For the above script, am trying to load a swf file to load into an main movie file. This is for a flash website am working on, and i wanted to know if the above .Since having all the pages (6 pages) in one flash file, it would take long time to load, so am planning to have each of the 6 pages in an separate swf file and load these into main swf file, on click of a button, Also there needs to be a loading bar for each page.
when i was trying to build in the banner images i bumoped into weird problems. At first my cs4 for pc stoppped working everytime so backup to cs3 this also stopped working everytime so i went working through guest account which seems to work ok.ok back to the other problem. on this link you can see the website there is loading an image in the banner by an movieClipLoader this why i can adjust the image size when it's done loading. I want to make everything sizeable. when the site loads for the first time the image won't show, but when refreshing the site, suddenly the image does show.testing this all local works. But online not! so i tried testing local retrieving the images from the web. i got this sandbox error. oke added system.security.allowdomain("*") for the wildcard, really weird cause it's just an image (bitmap) which is called.[code]
I recently began working on a large game. The main swf that all the levels load from also acts as a runtime library. When the MovieClipLoader loads the next level, if that level imports any mc's from the main swf then it won't load. It works fine straight from the HDD though.
I could really use a hand. I've used up most of my brain power figuring out the source of the problem (there's a lot of stuff to sift through).
I mis-spoke before. The MCL will load level.swf, I see the progress bar and OnLoadInit executes which should mean that the first frame of the level was initialized, but nothing appears.
I am using the MovieClipLoader class to externally load a .swf file with a preloader. The problem is that my .swf starts playnig behind the preloader, before it is completely loaded...
How can I make it paly only after it is 100% loaded?
Here is what I have so far:
Code: var loader:MovieClipLoader = new MovieClipLoader(); var loadHandler:Object = new Object(); myGlobalSound = new Sound(this);
im making this site for a buddy of mine, everything started quite ok. But when i was trying to build in the banner images i bumoped into weird problems. At first my cs4 for pc stoppped working everytime so backup to cs3 this also stopped working everytime so i went working through guest account which seems to work ok.
ok back to the other problem. on this link you can see the website there is loading an image in the banner by an movieClipLoader this why i can adjust the image size when it's done loading. I want to make everything sizeable. when the site loads for the first time the image won't show, but when refreshing the site, suddenly the image does show. testing this all local works. But online not! so i tried testing local retrieving the images from the web. i got this sandbox error. oke added system.security.allowdomain("*") for the wildcard, really weird cause it's just an image (bitmap) which is called
Code: image.setMask(mask); var mclListener:Object = new Object(); mclListener.onLoadInit = function(target_mc:MovieClip) {
I'm trying use the MovieClipLoader class to load up a swf and have it start at a particular frame. Such as:
Code: var myloader:MovieClipLoader = new MovieClipLoader(); myloader.addListener(this); myloader.onLoadComplete = function(target:MovieClip) {
[Code]....
The Bold underline text is where I would imagine most of the magic happens. How Would I place the MovieClipLoader into this and have that swf go play that particular frame label?
The code works for most of the images except images with resolution 2880 x 2880. It did not scale properly - part of the image on the right does not show. The lower image scaled properly, but the upper one did not.The math seems to be correct
I have a small problem using MovieClipLoader to load multiple images at the same time. This is the function for loading:
ActionScript Code: private function loadImage(image:String, container:MovieClip, w:Number, h:Number):Void{ var listener:Object = new Object(); _root.debug.text += "Loading: " + image +"
[code]....
This function is triggered in a for cycle for 4-9 images.The problem is - some of the images don't get fully loaded. It is usually 1 or 2 at most. Some of them don't show at all and some load partially (let's say I see 60% of the image and underneath a gray line). Is there some restriction for multiple connections in Flash? Are the requests made too fast?This problem does not occur in Flash environment, it occurs only online. The listeners execute alright even for the not loaded images. No load error at all.
I can't seem to get a MovieClip loaded using the MovieClipLoader.loadClip method to cancel.I try calling the loader's unloadClip method, but that does not do the trick. Also tried simply using the unloadMovie method on the actual clip instance but that didn't work
I am using the MovieClipLoader object to load a swf into a master swf. I am the using a series of buttons to load various swfs into the master.swf - i.e.; navigation. Her is the code that I am using for the movie clip buttons go to frame 2 of the external swf MM_work is the movie clip that acts as a button. The first three lines of the function give the button its various states and interactivity the final line in the function is telling the movement.swf to load into the master.swf (or level 0) thus booting out the previous movie clip.What I want to be able to do is to fade out the current movie clip loaded into the master.swf (level 0) and once that has been completed to then load in movement.swf. Basically fading out the existing movie clip before loading the next one.
Which is the best way to load many images with the movieClipLoader class?do I have to create one instance of moveClipLoader for each image or is it possible to use the same for all the images?
I created a MovieClipLoader a few days ago that is reuseable. I will be using the same preloader graphics when I am loading in external swf on my stage. My MovieClipLoader functions fine with jpegs and smaller sized swf files. But whenever I load a larger sizes swf it loads the movie before it has fully downloaded in simulation mode. The odd part is that everything works fine with smaller swf files but not larger ones . I have tested a few movies and that seems to be the common theme.
In the example below main.swf is the clip I am loading into "mcBackground".
I'm newish to OOP AS... trying to build a image loader that wipes between loads. having trouble getting my onloadComplete event to call a method in the main body of the class. what am I missing?
Does anyone know how to use the Loader method of this class? I want to play a movieclip in the loading position rather than a textbar which increases... All of the examples I've seen so far only show the latter of the two options... I can use loadMovie() and achieve what I want, but the MovieClipLoader class is the future.
I'm loading multiple instances of the same jpg dynamically to my swf. It works just fine locally, but when I upload it, it only executes the first loading code it encounters in the timeline. I was doing things fairly complexly with 'for' loops and dynamic name generation and stuff, but I've stripped it down to the basics in an effort to get this to work.
as you can see, I'm using two different methods of loading the jpgs, just in an effort to pin down exactly what is going on. Locally, they all load fine. When I upload to the server, only the first instance of the loading code is run (so mc1 will get its jpg, but the rest won't). I've tried to swap the order, place the loading code in different areas, try to load different jpgs into each empty mc, but nothing works except that first instance flash gets to in the timeline.
The swf and jpgs are all in the same folder, both locally and on the server. The server the swf is hosted on is Windows 2003 box if that matters. I tried uploading it to a different windows box and got the same problem.
I'm trying to load a bitmap using this: [URL]. It seems like the preload is working fine. I'm just having trouble loading the bitmap from here. it works without the preloader but I can't figure out what's not making it load when it's done.
Code: function loadTransBitmap(id){ this.createEmptyMovieClip("holder_img", this.getNextHighestDepth()); var mcl:MovieClipLoader = new MovieClipLoader(); preload = new Object(); mcl.addListener(preload); [Code] .....
I noticed after the load is complete, I traced the width for targetMC, which is where the image should be preloaded..and it comes up as 0. So it seems like there's nothing in the holder_img container. But it preloads something so I don't know what the problem is. Also: 'id' from the function is just the image (images/1.jpg)
I cant seem to make my preloader disappear after the MovieClipLoader class has determined the load is complete. I have a movieclip I attach onto the stage called thumbnailModule_mc inside of it I have the preloader movieclip (a simple spinning circle) and the image holder movieclip that the MovieClipLoader is listening to see when the image load is complete. When the load completes I want to set the alpha to zero and fade in the image. But my code doesn't work! the preloader stays visible.
Here is my code:
Code: function loadHomeBar(xmlFileName:String) { var homeSideBar:XML = new XML(); homeSideBar.ignoreWhite = true;
I'm trying to set up a website that uses the MovieClipLoader class to load external images & swfs. The loader is working but I can't seem to get the preloader text to work, ie the onLoadProgress. The Percent text just has jibberish when I test the movie. Could some tell me what I'm doing wrong. Attached is the test file that I'm working on