ActionScript 2.0 :: LoadMovie + OnClipEvent(load) - Attaching Variable Number Of MCs Dynamically(not In The Library)
Mar 16, 2006
taken from this link:
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My problem: I am attaching variable number of MCs dynamically(not in the library), and i have to do so using flash6 or older. How can i use then loadMovie+onClipEvent handler to invoke something, if i am attaching MCs dynamically, and onClipEvent works only on MCs attached on the Stage(actions "on" those mcs, not "inside" them). Probably using classes. Any other option? and if not, can anybody guide me through assigning such class to such mc? EDIT: Ok, i also have done following:
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and although the movieClip IS in library, and it DOES have MovieClip class assigned, onData event handler is NOT triggered and nothing is traced. Can the reason be "attachMovie" function?
EDIT2: aha. well, again it happened that attachMovie's methods are not yet initialized, so it was not yet "the proper time to assign" handler onData on those MCs. [only sen knows why ]. So that even trace(mc.stop()); at this point traces undefined, where it should trace [type Function], since stop is MovieClip's class method. Stupidstupidstupid.. relax...
I have a problem with dragging movieclip which is dynamically generated via attaching movieclip from library.I want to move the movieclip by pressing the yellow square within a boundary say 100*4. I am attaching the flash file with this thread.
I'm using the code contains onClipEvent(load) and onClipEvent(enterFrame) and duplicateMovieClip() to make the snowing effect in the 2 first movie-clips but then, i cannot stop them in the next movie-clips. (All of my movie-clips in 1 scene only.)
I'm trying to combine PHP/SQL and Flash. I've got a problem now. I want to load a variable that contains an url to an image. so the variable is like this: [URL] Now I want flash to load the image, not the text. The variable is called 'img1' but the loadmovie function doesn't work when I put it in.
I've managed to use AS to dynamically create empty movie clips and offset them so that they appear side by side. The problem is, I can't use loadMovie to load in images into my empty movie clips. I can successfully use loadMovie outside of my for loop, by directly referencing each of the dynamically created clips (holder_mc1.loadMovie(...),older_mc2.loadMovie(...),etc) after they have been created. This is ok but I really need to create and fill the empty movie clips within a single for loop. By the way, the references to the images being loaded are contained within an external text file, but this doesn't seem to be part of the problem. Does anybody know if there is a problem using loadMovie in this way or if there is anything I can do to fix the problem?
I need do load an JPG dynamically. The URL is variable pase by Javascript.So... I have do create de variable in the JS e send it fo Flash.I'm getting this variable already. Using swfLiveconnect, and in the javascript the method SetVariable(var,value); I'm changing de value of the var. I can chage textfields, but the method loadMovie isn't working, by putting de URL param as the variable I get from javascript.Here goes the code I'm using:
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head>[code].....
how do you load in a variable amount of jpgs into an empty movie clip? for example, i have a mc called 'holder' which loads in and replaces the previously loaded jpg every 10 seconds from the folder called 'images'. but how can i make it work if the user first puts in 5 images, but at a later date changes that number to 7 images?
I'm trying to load images from the library not externally, i know how to load externally but the thing is i need these images to be instantaneous when browsing, so i cannot load them externally.[code]...
I want to load one out of 18 different instances from my library (exported as mc1-mc18). In AS2 this was simple! I fetched the variable (whC) that contained the name of the movieclip to be loaded and just put it into attachMovie
Trying to load images dynamically from library NOT externally since i want these images to be loaded when the site is launched. Basically i have several buttons, each button returns an event that throws a specific image name to grab. Here is the function;
function sendDisplayData(e:MouseEvent){ display_mc.displayName.text = e.currentTarget.parent.menuItemName.text; //name of image eg. "myImageName" in the library; //create the image object
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So how can i make this function dynamic by using a String and then grabbing the image related to that string from the library.
I have several swf movie files that load into levels within my folio, these levels being 2,3 and 4. I have a ball within the root file located currently in the library with an identifier name of "ball" that i want to dynamically load to level 5 and have the following script appied to it...
Throughout different times in my app I have to load, and then later on delete, a series of movieclips from the library.They all have the prefix "mc_".[code]
I have some fairly large movieclips in the library which need to be dynamically loaded at runtime. I don't want to export them all in frame 1, because that would slow down initial loading of the movie. I tried putting an instance of each of these clips later in the timeline where they wouldn't normally be encountered. When I then tried to load one from the library dynamically, I was able to successfully get an instance of the movieclip, but its currentFrame property was 0 and I couldn't see anything on the stage. As soon as I enabled "Export in frame 1", it worked properly. Does this old trick of putting an instance on the timeline somewhere no longer work in AS3?
i had four "widgets" on the screen that i had following around another "master" movieclip but repelling from oneanother...initially i used this code in each clips timeline:onClipEvent (enterFrame) { and then set their new _x and _y depending ont he position of the master and other widgets.this worked fine... however i wanted to dynamically generate the widgets so i could have as many onscreen as were present in an array on my main timeline.i have been able to generate the clips fine, but i cannot use [onClipEvent (enterFrame) {] on them as they are in the main timeline! if i set up a "cheating loop" and run it through 200 times updating the widgets movement and they move to their correct position..
I'm trying to learn AS3 and it hasn't vaguely been going well. I've been looking at dozens of tutorials for 2 days on attaching MovieClips from the library. Everything I've tried gives me errors and I don't know what to do anymore.
In my library I have a bunch of movieclips that are dynamically going to be placed on my stage. Is there a simple method of attaching ActionScript to these movieclips so that when they are used on the stage, they have the script applied to them already?
I am creating a program to play sounds from the library when a button is CTRL + CLICK. I have no problem if I play either of the two sounds on the first frame and then move to other sounds. However, if I navigate past the first sound buttons and try to play later sounds, I get: TypeError: Error #1009: Cannot access a property or method of a null object referenceat soundFile_fla::MainTimeline/playSound11()
In my library I have a bunch of movieclips that are dynamically going to be placed on my stage. Is there a simple method of attaching ActionScript to these movieclips so that when they are used on the stage, they have the script applied to them already?
I have a loop that cycles through all children of an extremely small XML file, and I need to set the label and the link for each box. I started with a fixed number of dynamic text boxes, and loaded them because I knew the count, but I'd rather loop through them as I read the XML. Here is how it is now:
Then later I want to remove the movieclip from 'a' so I tried this:_root.removeMovieClip(_root.MC_menu.MC_windowI.attachedItemA);-and variations.But it does nothing!In the first code the first argument is itemFocusInv without quotes because it is variable, once it is attached it doesnt vary but when it is not then the movieclip varys. If attachedItemA doesnt let me remove the movieclip, what will? I tried using _visible and didnt work.
_root.MC_useItem.MC_yes.onRelease = function() { if(itemSpaceA == "MC_inventory_berry_blue"){ aI = false;
I would like to load movie clips from the library to the stage.How can I load them with some code on them? I mean load them already with onClipEvents on them, as if I added them myself to the stage..
I have some movieClips in my libaray called p1, p2 etc with export settings of the same name.I have the names stored in an array.I cant work out how to do this dynamically:
ActionScript Code: private var myImages:Array = [p1, p2, p3, p4, p5]; private function changeImage(newImg:Number):void {
I just need to gradually attach mc one by one into stage then get bounce...What I have so far is I just attach the all the total mc simultaneously..so how's to attach one by one then get bounce...
Here's the code... springSpeed = .9; springDamp = .6; xscale = 120; yscale = 120; function bounce() { [Code] .....
basically i have my blank document (no movieclips on the stage). I ahve my library item which is a movieclip and i want to attach this directly to the stage NOT into another movieclip.
the problem I've encountered on the home pg flash is that two big buttons and a bike animation should display prior to the photos loading. However, in firefox on both mac and pc(but not everyone's) when you refresh the pg such that it draws from the browser's cache, the buttons and bike animation do not display. Oddly, the photos still load consitently and in time as if those animations did take place. "oddly" because, the code to load the photos is part of an event listener, listening for the completion of the bike animation. So the code executes properly, despite the movieclips not appearing on stage(these movieclips are in library to begin and in my documnt class I instatiate them as follows:
realtors_btn = new RealtorsButton(); buyers_btn = new BuyersButton(); bike = new Bike(X-150);
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also, originally I had this same issue in IE, but after switching from swfObject 2.0 to adobe's ac_runactivecontent.js method, I elliminated the issue in IE.