ActionScript 2.0 :: Loadclip Faild Could Not Load A Default Swf
Sep 30, 2009
a simple case of loading images using MovieClipLoader
function thumbnails_fn(k) {
thumbnail_mc.createEmptyMovieClip("t"+k, thumbnail_mc.getNextHighestDepth());
tlistener = new Object();
[code]....
note the output the first loadclip is executed even though the if works very strange?and no default .swf file is loaded or is loaded but not set as it should see onLoadIni function?
I have a nested blank clip (_root.banner.holder.picture) and want to load a picture into it, using the following code in the _root.No matter what I do, I can't get it to work
At work, I am trying to load JPGs externally using AS2 loadMovie() and loadClip() and the photos take too long to display. My boss does not want a preloader, so the photos just need to display on our website immediately.
Some of the photos are between 75K and 150K and photos do not display in order. They come in at different times. Because of this, my boss is claiming that I did not complete the pages although they are done and I am just loading the photos from outside the SWF.
I'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
I've got a slideshow which runs from an XML file, and at the moment, if the image specified in the XML file isn't there, I get an errorError #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found.and here is the function which loads the image:
I have a flashbuilder project with a big image. The problem is that the default preloader does not load the images/swf's inside the project. Is there a way to preload them?
Basically once my animation loads I want to pull in an external SWF at a specific frame, basically like the "home page" swf that will display first. Underneath that I will have "About Us, Contact, etc..." and those will each load an external SWF into my movie clip. My movieclip right now is called mcHolder. Here is the code I am currently using for the buttons:
Code: //About Us Button function test2(evt:Event):void{
I'm making a simple photo gallery, and I'm having trouble loading the thumbnail images. I use the same method (loadClip()) to load the fully sized pictures, and there's no problem there. Even with the thumbnails, I could get the images to load properly when I hard coded each individual thumbnail. The problem is when I try to createEmptyMovieClip() and then loadClip() into these movieclips dynamically, if you will, so it can adjust itself to the number of images in the gallery. I get nothing. No images. Nothing shows up.This is my first time using the createEmptyMovieClip and loadClip methods,
Basically, the code is just creating a new movieclip (mc_thumbnails) to contain all the thumbnails. Then, it should create a new movieclip (inside mc_thumbnails) for each image available. Inside each of these clips (mc_thumbnail1, mc_thumbnail2, etc), the appropriate image should be loaded...
Code: thumbnailMCLoader = new MovieClipLoader(); thumbnailPreloadObj = new Object(); thumbnailMCLoader.addListener(thumbnailPreloadObj);[code]...
I have used loadClip, and loadMovie a ton of times and have never ran into this problem, so I am hoping someone here can provide me some insight on how to fix this.
I am using loadClip() to load up external SWF's for a portfolio, everything is functioning perfectly, it preloads, it gets all the values from the clips properly, but when the movie loads up the animations from the SWF exceed (or go outside of, and are still visible) the published size. So instead of seeing what I normally see when I publish the SWF, I see everything that happens, even stuff that is meant to appear "off screen", or in the case of the SWF, outside the published size. As far as how I am going about loading up the SWF's, I am just using an empty movieclip and loading them into there.
I'm trying to load a .swf from a sub directory, and I've read that doesn't work. Why will Images load from a subdirectory using the loadClip method then?
I've loaded a swf into my project by using loadClip, and now need to put some movieclips over the top of it using attachMovie. All the new movieclips appear behind the loaded movieclip. Is this normal?The movie I have loaded is inside an empty movieclip I've created called "container". Eg:[code]The "sparkle" movie clips are attached much later, on a keypress.
The gist of my problem is that currently i have a searchable XML database which contains projects that when clicked on, link to a new tab or window (depending on your browser) of that specific project. see and then click "WORK" on the left side, to see it in action... type CHICAGO or something like that to see how it works...Basically, in my quest to eliminate all pop ups and additional HTML pages, id like to click on the project name and have it execute my existing loadClip preloading function. I can not seem to figure out how to do this...
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).
If you attempt to load an image into a movie clip and the load fails, you are unable to attach a library movie clip to it. The code below is from the fla file i attached herewith. All you need is a movieclip in your library with linkage name "Attach_MC" and this script in a 1-frame fla file. Or just download the fla file. What i am trying to do is attach a movieclip with a graphic that says "loading failed" if the load fails, so that it won't be blank but i can't do it unless perhaps by a workaround by placing a reserve clip in the same place (i.e. under a mask).
import mx.utils.Delegate; var mcGlobal:MovieClip = this.createEmptyMovieClip("Stage_MC", 0); var cLoader:MovieClipLoader = new MovieClipLoader(); var oListener:Object = new Object(); oListener.onLoadInit = Delgate.create(this, onLoadSuccess); [Code] ..... Attachments: Bug.fla.zip (5.3 K)
I got the code below, reading a picture from an array.While in testmode or directly opening the .swf it works fine, but in a browser the picture is not loaded.
var listener:Object = new Object(); var mcl:MovieClipLoader = new MovieClipLoader(); var holder:MovieClip = item_mc_set.createEmptyMovieClip("holder",_root.ge
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,
trying to load a new image and still making the previous_node on the background without any blink, most seamless possible, where I�m making the mistake...?
All I want is to create 5 movieclips/layers each has 10 movie clips.
I use createEmptyMovieClip to create and loadClip to load images in a for loop, but loadClip doesnt function in following code, only loads last array index.
My code is:
Code: total=5; column=5;
[Code]...
Also, out of for loop, logoArray[ ][ ] (movie clips' reference array) cannot be accessed. trace(logoArray[x][y]) outputs blank page, logoArray[x][y].loadMovie(..) doesnot work
I need access to the properties of a file I load on the next line. Specifically, trying to pull the _height and _width off of it.
I think it's being bungled up because it's inside a function running two (nested) for statements. Let me post up the code for you geniuses[code]...
The width traces fine in the onLoadInit, but only AFTER the function that is creating and positioning the movieclips is finished running. They are nested in something of a complicated heirarchy so to save the widths in another array and then try to move them all later would be bonkers.
I only discovered this problem when I started tracing values within and without different functions. In the onLoadInit function within my for loop, it only ever receives the last iteration of the loop:[code]Assuming that imgArray's length is 4, then the first trace statement will give me 0,1,2,3. However, the trace inside the loadClips's onLoadInit function will just spit out the last iteration for the number of loops, i.e. 3, 3, 3, 3.I really wanted to be able to use loadClip specifically for the onLoadInit function so I could size and place all my thumbnails dynamically,
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'm doing an xml image gallery. The bitmaps are loaded using a loader and loadClip. What's the easiest way to read the bitmap width and height? Is it worth trying BitmapData? PS I'm tracing the _width and _height of the container mc on onLoadComplete, but it's giving me 0, 0.
1 main flash movie called game.swf 1 external flash movie called maze.swf
The thing is from my main movie game.swf I load the external "maze.swf" true the LoadClip procedure. This works "fine".
The maze.swf as you can guess contains a maze game, and as you all will know this works with the Hittest commando to check if the character doesn't walk up against the wall.
If I start the maze.swf as a stand-a-lone this works fine, but as soon as I load maze.swf in my main movie. The hittest doesn't work anymore, because in some way the hittest is now checking with the coordinates of the entire main movie instead of only the boundaries of the maze.
I checked If I was calling to the right path, with _root and _level0 and etc. This is al correct because I can trace all the properties from maze.swf in my main movie. But the hittest simply won't work.