I have some code for a button, I'm trying to remove the onRollOver and onRollOut functions and have it automatically play the button effects. What do I need to do to just have this automatically play?
what is the script in CS4 to make a button play a movie?I have a button that opens each page as a movie. To align the movie I use a blank movie.I have been using the below....what replaces it in CS4?
Need the action script that makes a button (when rolled over) play a movie. I have a stop action in the first frame of the movie and know to point the action FROM the button to the second frame, but I need the rest of the script.
Imagine four buttons next to each other, each, when rolled over, make text movies fade in and out when user rolls off the buttons. Each text movie would play in the same spot on the page.
I'm looking to have a movie clip pop up, play itself after a user clicks on a flash navigation button.
(something like this???) message_btn.addEventListener(MouseEvent.CLICK, goMessage1); function goMessage1(evt:MouseEvent):void{ ???(play message movie clip here)???;}
I have a very simple fla i built, all i need is the hover "over" stage to play this tween. On the keyframe I made it a symbol, movie clip. In there all the tweens are set exactly. It seems if you wanted motion on a stage,you would just put that clip on the over stage. I uploaded the fla file: [URL]
I have a movieclip within the "over" section of my button, which contains both an roll over and a roll out animation. My problem is that I cant seem to get flash to play the rollOut animation.
I placed the following code in the button itself
on (rollOut) { this.start_mc.gotoAndPlay("mouseOut");}
I tried setting up a function to find when the user rolls off the button but it didn't work either.
What I want to do is have one movieclip that has many frames and turn that into a button and then make different instances of the button and have those instances display a certain frame of the underlying movieclip.
What im trying to do is play a movie clip between frames. So say we have two menus, when you are on menu 1 and you click the button for menu 2, a short movie clip plays and then you stop on menu 2. I realise I can do this by putting the movie clip on the main scene timeline, but is there anyway i can put it on the button? I think the action script would be something along the lines of "On release play MovieClip and goto frame X" As i said i want the movie to play as an almost filmic transition between menus, with a fade up and then out (Have got that bit sussed using the alpha controls)
I need to stop a function, the function is started with a play button and I want it to stop by a stop button, then play then stop, etc. The changeColours function has a timer.start() at the end that triggers another function, which then restarts the changeColours function. These 2 functions keep doing this repeatedly after the play button and MouseEvent trigger the first function. I just want to be able to stop the changeColours function and then be able to start it again at any time.
ActionScript Code: play_btn.addEventListener(MouseEvent.CLICK, playColours); function playColours(e:MouseEvent):void { if(!PLAYSTOP) { changeColours(); PLAYSTOP = true; }} stop_btn.addEventListener(MouseEvent.CLICK, stopColours); function stopColours(e:MouseEvent) { //changeColours() needs to stop!! }
I wanted to make play button. Kind of this huge one in the middle of the screen as users used to see on YouTube.Here is the code for it which seems to work:
I'm very new to flash and even though i'm capable of using the search function and finding posts which look relevant i don't really understand them, most notably i am only familiar with controlling a movie clip with buttons within the movie clip symbol and i get confused by actionscript that seems to do otherwise.
Within a frame on my main stage i have a movie clip symbol of around 125 frames. To control this movie clip symbol i have 4 button symbols within the movie clip symbol. The actionscript code that runs throughout this movie looks like this[code]...
This leads to free frame by frame navigation using the buttons forward_btn and backward_btn and if you'd like to move to set points in the animation you can use the fastforward_btn which plays the movie clip forwards until it hits a stop command on one of my chosen frames.
What i'd like to do is have a button that plays the frames backwards until it hits these frames. Is there a combination of while loops and prevFrame() i can use or anything straight forward?
I have a movie clip on a scene with a button inside. How can I make this button to go to play frames on the scene but not inside the movie clip in AS3.0?
I just want to change the background color of my movie.Is there a way to do this with Actionscript, or should I just create a 'fill' the size of the stage, and do it that way?
How can I make a button rotate another object, like this:
There is an object, button and input text field:when I put the number 1 in the input text field, and then click the button, i want to rotate the object by 90° degrees.
How can I do this using ActionScript 3.0 and Adobe Flash Professional CS5?
I need to make a MovieClip rotate around it's center point to the left or right depending on mouse drag. I got some basic semblance of what i want going, but it's pretty hackish. Normally i calculate the angle and such but i only really need to use the distance the mouse travels and apply it to the movieclip and for flavor add some nice easing when you let go.
public function Main() { var wereld:MainScreen = new MainScreen(); addChild( wereld );
I'm working on a tank game for my Flash class that has a cannon that's supposed to rotate with the mouse. Unfortunately I can't get the rotation to work properly.
Firstly the cannon does not follow the mouse in full 360 degrees and does this weird rubberbanding "bounce" back to a previous position. Secondly when it does follow it does so in the opposite direction in which the mouse is moved.
The cannon is a movie clip and nothing is put on the stage (this is done by the code itself). Everything is located in the library and all the coding is done through AS files.
My experience with coding in flash is minimal, the past couple of weeks being my first exposure to it, just to give you an idea where I stand. Below is the code for cannon.
I'm working on a tank game for my Flash class that has a cannon that's supposed to rotate with the mouse. Unfortunately I can't get the rotation to work properly.Firstly the cannon does not follow the mouse in full 360 degrees and does this weird rubberbanding "bounce" back to a previous position. Secondly when it does follow it does so in the opposite direction in which the mouse is moved.The cannon is a movie clip and nothing is put on the stage (this is done by the code itself). Everything is located in the library and all the coding is done through AS files.My experience with coding in flash is minimal, the past couple of weeks being my first exposure to it, just to give you an idea where I stand. Below is the code for cannon.
im using Flash pro 2004 and would like to make a mc to download on the background while the movie is playing, and when the movie gets to frame 200 to play thge loaded mc.
im using Flash pro 2004 and would like to make a mc to download on the background while the movie is playing, and when the movie gets to frame 200 to play thge loaded mc.
I have a dynamically created xml menu that I am trying to change the text color onRollOver and have it return to the original color onRollOut:[code]The section commented out is a few options I have tried with no success. The code before that changes the background color of the button. I suspect the "btntf" is out of scope inside the function, but am not sure.
I'm trying to basically make an arrow in the middle rotate till it points at the button you rolled over. Each button gives a value for "rot" when you roll over it. 0 degrees is up. I dunno if that's important or not. It's probably always up = 0... heh. Anyway this is the a/s for the "arrow" in the middle. It's instance is arcpoint. Here it is:
[Code]...
I know some of this stuff could probably be shortened but this is how I got it working so far. The problem is the second half of the a/s. The part where it picks a direction clockwise or counter. If it goes clockwise (which I had it working fine at the start) it points at the button fine.But the problem kicks in when it tries to go clounterclockwise. It will always pass the button and point down and flicker back and forth.
Edit: Ok I'm surprised people are even looking at this at 1 am but thats beside the point of this edit. I think it has something to do with the else if statements conditions overlapping so that's what makes it wiggle back and forth. Then again I could be wrong. I'm trying to analyze the conditions but my brain hurts and it's early (or late...).