ActionScript 2.0 :: LoadClip Loaded Swf Movies Need To Control Each Other
Oct 24, 2009
I have a main Movie that I'm using loadClip into empty HolderMc's. I am using listener inits and they are loading and working fine independently. the main movie loads swf A and B. I have a button in swf A needs to tell swf B (headHolderMc) to change:[code]I've tried _root.headHolderMc._alpha = 100; but nothing works.[code]
The loaded SWF 'bt_latex10.swf' have an instance named 'mcTemplate' in its stage. Since it is being loaded into a new empty movieclip called 'mcBalloonBase' that is at the stage of main movie, why it is returning undefined? How can I access the 'mcTemplate' after it be loaded?
loading random movies into a loadclip. Currently I load all my movies this way.
loadMovie("preview.swf","loadclip");
I want to have one of several movies load in a random order when the site launches. Obviously when a viewer returns to my site, a different movie would initially load.
i want to control the timeline of a swf loaded with loadClip command. i wrote this code
var loader:MovieClipLoader = new MovieClipLoader(); loader.addListener(this); function onLoadComplete(_mc:MovieClip) { _mc.play()
[Code]....
function pause on a button is used to stop the playback of the loaded movieclip.
strange thing is that stop() works when testing the movie by flash application and playing it from the projector. It DOES NOT WORK when running it from swf directly or by html with swf embedded. I checked lot of time and the name of the "container" is resolved, but the command is not working for its timeline.
Basically, I have a main .swf, into which I am loading another .swf using loadClip(), on the click of a button. It loads into an empty movie clip on the timeline of the main .swf called container_mc. So far so good, this works.
The problem comes when I am trying to control a movie clip that lives on the timeline of the external .swf. This clip has the instance name test_mc, and I'm trying to control it using the reference _level0.container_mc.test_mc. I have also tried just plain old container_mc.test_mc.
Neither of these work, though when I apply a trace to test_mc with Actionscript on the timeline of the external swf (test_mc.onRelease = function () { trace(this); }), it returns the path _level0.container_mc.test_mc (when clicked on after being loaded into the main movie, obviously).
I have a main .swf, into which I am loading another .swf using loadClip(), on the click of a button. It loads into an empty movie clip on the timeline of the main .swf called container_mc. So far so good, this works.The problem comes when I am trying to control a movie clip instance that lives on the timeline of the external .swf. This clip has the instance name test_mc, and I'm trying to control it using the reference _level0.container_mc.test_mc. I have also tried just plain old container_mc.test_mc.
Neither of these work, though when I apply a trace to test_mc on the timeline of the external swf (test_mc.onRelease = function () { trace(this); }), it returns the path _level0.container_mc.test_mc (when clicked on after being loaded into the main movie, obviously). I've attached a couple of files demonstrating the problem I'm having. It seems to me that the problem is probably something a little amiss with my code,
I'm having a really weird problem with loadClip(), using Actionscript 2.0. Basically, I have a main .swf, into which I am loading another .swf using loadClip(), on the click of a button. It loads into an empty movie clip on the timeline of the main .swf called container_mc. So far so good, this works.
The problem comes when I am trying to control a movie clip instance that lives on the timeline of the external .swf. This clip has the instance name test_mc, and I'm trying to control it using the reference _level0.container_mc.test_mc. I have also tried just plain old container_mc.test_mc.
Neither of these work, though when I apply a trace to test_mc on the timeline of the external swf (test_mc.onRelease = function () { trace(this); }), it returns the path _level0.container_mc.test_mc (when clicked on after being loaded into the main movie, obviously).
I've attached a couple of files demonstrating the problem I'm having. It seems to me that the problem is probably something a little amiss with my code, as in theory I'm pretty sure what I'm trying to do is perfectly possible.
I am trying to dublicate a loaded movie clip multiple time. Below is the code. I am wondering if someone can advice on how to dublicate it using loadClip method.
I want to load a PNG image using loadClip() and place it into a movieclip. After the image is loaded I set an event handler, in this case onPress. Now my problem is that the onPress event activates whereever I click on this loaded PNG image. All I want it to do is to only fire the event if I press on a non-transparent area of the PNG image. In the end, I want to load a background image and put this PNG image over it. The PNG image shall act like a mask which tells the background image where I can click and where I'm not supposed to. But before I can do that I need to recognize transparent areas of an imported PNG image.
I'm working on an image pre-loader where i get the images i want from their respective url's, and once finished, proceeding to the next page. I have gotten it to load the images as i want/need, through lines of code similar to this:
Code: var loader:MovieClipLoader = new MovieClipLoader(); this.createEmptyMovieClip("imgcont",1); loader.loadClip("*url to img goes here*",imgcont);
All i'm looking to find is how many of my images have loaded completely. At first, i thought that getBytesLoaded() and getBytesTotal() would have been able to help me, but it seems that the images brought in through loadClip has no weight on how much has been loaded.
Is there any way of determining how much of those images has been loaded?
In short I am trying to have a looping movie clip (already an flv) on the 1st frame with a button that goes to the next frame where the movie only plays once (transition) and goes to frame 3,loads up a menu with a movie clip thats looping and from then a menu that links to other looping movies on different frames with text etc.
Some images I load dynamically are too big so I would like to scale them to fit the stage.
[Code]...
this returns 0. Why does it return 0 when the image loaded is obviously much larger then 0 pixels. How do I change the width and height of imgCont to a specified dimension.
Level1= the different sections of the site, are loaded into this level (eg. home.swf, aboutus.swf etc.)
Because each of these sections has both an 'in' and 'out' transition, i want to use variables (on the buttons) to control these external movies that are loaded into the main movie (im even starting to confuse myself
basically in a nutshell... can you use buttons which control a movie ,which has been loaded at another layer, using variables....
i want to know weather it is possible to control the music in a base movie when different movies load into it using load movie. it can done manually by using a volume slider. but is there any way to controll it using action script??Suppose "start.swf" is a base movie with a music (xyz.mp3, event sound, 50 loops) in which different movies load in defferent levels. I want to controll the sound volumes differently when each movie loads & plays.
like when "one.swf" loads the volume = 50, "two.swf" loads the volume = 0
Is it necessary to unload Movies in Flash, or can I keep multiple movies loaded simultaneously? Are there memory requirements that make it necessary to limit the number of Flash movies loaded at one time?
I have a project where I have to load other flash movies into it as a "porfolio".So as of right now the code I have when clicking on the christmasCardBtn is [code]This is working fine to load the movie. I also have a button that appears when a movie is loaded that is coded to remove the myLoader1 child when selected. So the movie dissapears. But there are a few of my movies that have on-going sound clips. How do I make the sound turn off when the button to remove the movie is selected?I tried adding SoundMixer.stopAll(); to the button that removes the movie but this doesn't work.
i have my loaded .swf buttons loading 'movie1' and 'movie2'. both 'movie1' and 'movie2' have a tween in frames 1-5, which is a box that slides open and is stopped. in frames 6-10 the box slides backwards in the opposite and dissapears. i would like it if 'movie1' is open and the user clicks the button for 'movie2', 'movie1' plays 6-10 and then loades 'movie2' and vice versa. i just don't a script for this function.
I have a site I am building in AS3. I have a main SWF, site.swf, that loads the subsections as seperate SWF's only when a user clicks on them (to save on initial load time).or my subsections, I need to be able to communicate with the SWF that loaded it. In AS2, this was simple enough - just say something like_parent._parent.gotoAndPlay("something"), and step up enough levels to speak to movie clips in the main SWF.Trying to do this in AS3, however, results in errors such as this when trying to compile my subsection SWF:Code:TypeError: Error #1009: Cannot access a property or method of a null object reference.... because it thinks I am trying to communicate with something that doesn't exist. The result is that I can't compile my subsection SWF's.For example, I am unable to reference a variable in the main SWF using this code in my subsection SWF:
Can someone tell me why images or swf loaded dynamically to an empty MC can't assume button events.I'm tring to build mc that load images or swf whit a preloader, but when it loads I can't put a button event on this mc.
i have my loaded .swf buttons loading 'movie1' and 'movie2'. both 'movie1' and 'movie2' have a tween in frames 1-5, which is a box that slides open and is stopped. in frames 6-10 the box slides backwards in the opposite and dissapears.i would like it if 'movie1' is open and the user clicks the button for 'movie2', 'movie1' plays 6-10 and then loades 'movie2' and vice versa. i just don't a script for this function..
A problem that I'm having is that any movie I load into my main swf (regardless if I load it into an empty MC or just a higher level) my mouse still recognizes buttons that are underneath the loaded swf. This can be confusing to the viewer as the pointer turns to essentially an invisible button because you can't see the underlying button. Is there anyway to make the Flash player not recognize buttons underneath loaded SWF's or do I have to turn to invisible upon load?
Also, I'm having trouble getting the loaded swf to communicate with the main movie that loaded it. I think I need to use the parent action but I'm not sure how. I'm trying to use code that is created and contained in the movie that it loaded, is this correct?
Is there a way to automatically unload movies when a new movie is loaded? eg: 5 buttons, 5 bit of art. At the moment they overlap instead of unloading before the new one loads.
So lets say if you three movies loaded on the stage on top of each other and if I want to disable the buttons for all the movies that under the very top one so this way user is only able to click on the button of the very top loaded movie.
I need to load a flash-game inside the flash site. The goal is to get information about the winners' score to publish it on the site. The problem is that the game was developed by third-party programmers, so I have no idea if I can get access to any variable of the loaded swf (game) to get the highscores.
I'm trying to use the code below to show a graphical representation of the sound from externally loaded FLVs, as they play.The code I have is below, can I change this to listen for whatever sounds Flash is playing at the moment and computeSpectrum from tha
Code: var url:String = "song.mp3"; var request:URLRequest = new URLRequest(url);