ActionScript 2.0 :: Loadmovie Into A Container Specifying A Frame Label To Start
Jan 5, 2006
After i look in kirupa foruns(and others) i found lots of information about how to load a movie into a container, making that the movie starts in a specific frame label.
I have 2 movies, the fist one "main.swf" contains the "container", the 2nd "teste.swf" contain the frames labeled like "F1", "F2" "F3" "F4" and "F5".
I tried this code but doesnt work properly, anyone has a solution? i need to load different swfs in the same MC depending on the frame, i have placed the simple loadmovie code in each frame with the different swfs and it works but i would prefer to keep the code in 1 frame. This would be even better if using labels instead of frames.
I know. This topic has been addressed several times in various posts. And I've read and tried all of them, however nothing seems to work. I'm not sure if due to the circumstances...I'll explain.
I have made 2 files: main.swf and products.swf. A button in main.swf has the following code:
on (release){ _root.loadMovie("products.swf"); }
This works great, but what I really want to do is go to frame label "Range" in products.swf. A note of explanation: I'm not trying to load products.swf into a container movieclip, I want to replace main.swf with products.swf and go to Range label.
Basically this script works just fine and loads the appropriate movie. The transistion exit frame also works correctly. What I am trying to do is load the movie site_services.swf and jump to frame label "database" after the preloader. I was attempting to use _root.contents.FLabel = "database"; to set the variable.
on (release) { if (_root.currMovie == undefined) { _root.currMovie = "site_services";
Okay, I know. This topic has been addressed several times in various posts. And I've read and tried all of them, however nothing seems to work. I'm not sure if due to the ircumstances...I'll explain.I have made 2 files: main.swf and products.swf. A button in main.swf has the following code:
on (release){ _root.loadMovie("products.swf"); }
This works great, but what I really want to do is go to frame label "Range" in products.swf. A note of explanation: I'm not trying to load products.swf into a container movieclip, I want to replace main.swf with products.swf and go to Range label.
Is there any way to direct a loadmovie to start at a particular frame when you use loadMovieNum? I have an introduction frame i'd like users to avoid. I loaded the movie into 0 level so that it could function with all the processing speed. alone. However when the user returns to the main movie I'd like them to skip intro and go to frame 15. on (release) { loadMovieNum("introd.swf", 0); } Is it possible?
Is there any way to direct a loadmovie to start at a particular frame when you use loadMovieNum?
I have an introduction frame i'd like users to avoid. I loaded the movie into 0 level so that it could function with all the processing speed. alone. however when the user returns to the main movie i'd like them to skip intro and go to frame 15.[code]...
Is it possible to change a frame label within a gotoAndStop('label') with the parameters in a function?I'm playing around with updating code as I learn more and more techniques, and at the moment the code is a basic click-a-button to select the object shape, and on press the button disappears:
// Change the object into a circle. circle_btn.addEventListener(MouseEvent.CLICK,function(){changeShape_fun(circle_btn,circle);}); // Change the object into a square. square_btn.addEventListener(MouseEvent.CLICK,function(){changeShape_fun(square_btn,square);});
[code]....
However I can't/don't seem to know how to change a frame label through function parameters, or if what I'm trying to do is even possible.Also to note, while I'm all ears for any more efficient ways of doing what I'm trying to do, I would still like to know how/if you can change frame labels through function parmeters.
Im using AS2. Now, i got this trouble: when i load an external movie into the main one, i had some errors if i put it into a containter mc, with this code: Code: loadMovie ("movie.swf", containter_mc); The scroll bar not only move the movie.swf object, but the container_mc too... So, i just load the movie without using a container, with this code: Code: loadMovie ("movie.swf", 2); And suprise! now the scroll bar works just fine. But... How can i position the movie into the main one? Like: movie._x = 200; movie._y = 200; How can i do that in the right way? (Sorry, but my english its not good enough ha! )
I am using AS2 to create the whole movie. Now, I got this trouble: when I load an external movie into the main one, I had some errors if I put it into a containter mc, with this code:
Code: loadMovie ("movie.swf", containter_mc); The scroll bar not only move de movie.swf object, but the container_mc too...
So, I just load the movie without using a container, with this code: Code: loadMovie ("movie.swf", 2); And surprise! now the scroll bar works just fine.
But, How can I position the movie into the main one? Like : movie._x = 200; movie._y = 200;
I am building a 3D cube everything its fine.. but this code, loads the cube again the container. It must leave the cube alone, (the cube its on holderMC container). The content of my page its going to be in holderMContent container:
function faceClick(e:MouseEvent):void{ var loadit = new Loader(); holderMContent.addChild(loadit); loadit.load(new URLRequest("contacto.swf")); }
I need contacto.swf to loads over my main.swf its almost done, but why it loads the cube in that container.
I'm trying to broaden my horizons with it and so I'm trying to do an update of a quiz program my employer has. Everything has worked well, except for the timer. The button that starts the game has two options, "study" or "exam"; if the study is selected, there is no countdown, just the score keeper. If the exam option is selected, the timer is show (counting up). But, press "Start" and while the quiz begins, the timer, in either case, does not.
I'm going to post the actionscript for the timer that was already there, as well as the start button. I'm hoping someone can explain how this timer is supposed to work and why it's not; and where the disconnect lies in pressing the start button and making it run.The timer is embedded in a movie clip, with two dynamic text boxes, that are for some have no instance name; and actionscript spread out over several frames.Frame 1:
I have an AS2 .swf being loaded as a child of a parent AS3 .swf. The AS2.swf calls loadmovie() and unloadmovie() to display 3 jpeg files. The images load the first time, but after that, a call to loadmovie() to replace the image, or a call to unloadmovie() fail. I found the following Adobe Bug report ([URL]) that has said this has been resolved, and also said that child movieclips could be replaced without a problem. Here is the code I'm calling.
I have a movie with two squares. Depending on which button is pressed, the demmensions of the both squares change for which I used the following function:
The code for the other buttons is the same but with other arguments. Now do I also need to integrate a loadMovie in the different button actions, to load the different ext.swf's in a container on the stage, but I only want the swf's to load after the callback is finished (when the squares qre not moving any more) How does the loadMovie should look like?
1. I make a simple movie (call it movieClip) first frame has stop(); action, second frame has label playMovie, last frame has action gotoAndPlay(2); (so that movie not stop anymore2. Now I place movieClip on stage3. Question... what is code to make movieClip play frame label playMovie?
I already try to put many different type action in frame one of stage this.movieClip.gotoAndPlay("2"); //NOT WORK this.movieClip.gotoAndPlay(2); //NOT WORK
nextTX.onRelease = function (){var nextFrameLabelNum:Number = (1+Math.round(thTX._currentframe/27))%10; thTX.gotoAndPlay("next "+nextFrameLabelNum); }[code].....
which works great IF I am moving one image at a time.What I have done now is tween 3 slides to move into a visible mask by pressing next, but when I press previous of course the above doesn't work.It just jumps to the previous three with no tween.I would like to maintain the tween but in reverse.I would like the previous just to undo, in reverse, what the next button just did with the tween?Is there anyway to make this happen with as 2.0?
if its possible, via AS3, to create a frame label in a movieclip on a specific frame.
Obviously I can do it by manually by setting up labels on the timeline within the target movieclip, but I would rather use an array so I can loop through it, creating a label name on a the specific frame each time?
so for example I would end up with: myLabelOne on frame 10 myLabelTwo on frame 25 myLabelThree on frame 115 etc
I am trying to use this if statement with a frame label instead of a frame number. I believe that _currentframe is looking for a number only. Is there a different command that looks at frame labels instead of frame numbers?
is it possible to find the frame number of frame label with AS if a button is rolled over, the timeline jumps to a label - which plays a set of 3D rendered frames to 'raise' and element, once a user rolls out of the 'button' area the button is meant to 'lower' - which can be done by simply playing backwards to the previous label.
I am trying to use this if statement with a frame label instead of a frame number. I believe that _currentframe is looking for a number only. Is there a different command that looks at frame labels instead of frame numbers?
on (press) { _parent._parent.gotoAndPlay(19); }[code]....
it will work? My labeled frame is two parent mc's previous and it doesnt work when I call to it with the label?I would really like to use the label so if I move my keyframes around I dont have to change a lot of code.....