I have a problem I just can't seem to solve.I have an FLA .. (augmented.fla)I have a movieclip inside of augmented.fla with a class name of myMaterial that has the following code on it's timeline.
ActionScript Code: var request:URLRequest = new URLRequest("main.swf");
I have two files, the regular .fla file and an external .as file.Basicly at one point in the .as file I get information of what tag to send the timeline and play and have to use the function gotoAndPlay from the timeline in the .fla file.This is the .as file:
Im going to make a page in flash as3, and now I have build the most of it. I will now load an external swf into the main swf, to save people for too must waiting time... my issue with normal words: I want to have a number of buttons. When you click on button 1 the first external swf load with a fade animation. Now when I would see whats behind button 2, is should animate the first swf out and remove it from the stage, to save wating time.... and the same should happend if i have 5 menu buttons...
I have two files main.swf & nav.swf. In main.swf I have two frames on Layer1 "s1" & "s2" On Layer2 I used the following scripts to load nav.swf
PHP Code: loadMovieNum("nav.swf", 10); Which works perfectly fine.
But on nav.swf ( external file ) I have two buttons on the stage. On the 1st button I have used the following script to go to "s1" frame which is on the main.swf PHP Code: on (release) { _root.gotoAndPlay("s1");}
I have used the following script to go to "s2" frame which is on the main.swf PHP Code: on (release) { _root.gotoAndPlay("s2");} Which seems to be not working fine. I have also attached those two fla files.
The subject title pretty much tells it all. I've got a flash project where a video component plays an external flv file. I've got a different flv file loaded at each keyframe. Right now the flv plays and then it stops and waits for you to click on the next video you want to watch. I want it to automatically go to the next keyframe and start the next video.
I have two files, the regular .fla file and an external .as file.Basicly at one point in the .as file I get information of what tag to send the timeline and play and have to use the function gotoAndPlay from the timeline in the .fla file.
Can you have a/s in the external swf that runs a 'gotoAndplay' in the main movie? I want the swf to be halfway through when the picture on my main swf changes.~ Seretha(I can't load the picture in with the external swf because they have to be unloaded at different times and the picture HAS to load on a level under the external swf.)
The subject title pretty much tells it all. I've got a flash project where a video component plays an external flv file. I've got a different flv file loaded at each keyframe. Right now the flv plays and then it stops and waits for you to click on the next video you want to watch
I have tried a number of different suggestions like using eventListeners and cue points embedded into my external .flvs. But, I still cannot get my code written properly to allow for the entire external .flv to play out, before it goes on to my following gotoAndPlay script.
I have a main swf that loads 2 external swfs. I click on button to see content of external swf #1 and see stuff. I do something that causes external swf to show other stuff (i.e. not at beginning state)
In the main swf I click on button to see content of external swf #2. External swf #1 content is made invisible and I see content of external swf stuff. NOW, if I click on button to take me back to see external swf #1, I see it's content in current state. I want to force it to start over again at frame #1 which will reset content.
However, no matter what I try, I can't seem to control which frame to go to in external swf using gotoAndplay.
For some reason i'm having problems swapping scenes in my flash movie. At first i put the action in a "actions" named layer and a link to a button. So basicly when scene1 loads the frame 1 action is "stop ();". The viewer clicks on button1 which has a code of;
I have some sendAndLoad code which works good. Instead of outputting something to a text box I'd like to go to a different place in my movie. I've got quite a few embedded movie clips and the path is the following:
pages_all -> action sc copy 12 -> action content copy 13. Within the pages_all movie clip I'd like to go to frame number 13. How can I use the gotoAndPlay function to go to another movie clip.
I have some sendAndLoad code which works good. Instead of outputting something to a text box I'd like to go to a different place in my movie. I've got quite a few embedded movie clips and the path is the following: pages_all -> action sc copy 12 -> action content copy 13. Within the pages_all movie clip I'd like to go to frame number 13. How can I use the gotoAndPlay function to go to another movie clip. I did try the following:
I have a presentation which is one movie clip in one frame on the main timeline. The movie clip has quite a lengthy timeline. What I need to do is stop the movie at a frame then play on mouse click and in some cases gotoandplay, then stop again. There are no other movie clips inside the main movie clip and I want there to be no buttons. Just proceed to the next bit on mouse click.
when my character hits a certain object, I want it to play the movie. BUT since the hitTest is techincally always true if my character is just sitting on the object the entire time, it continuosly player frame #2. What is the simple fix for this? The code that will just play movie clip ONE TIME, and not restart continuosuly?
At the _root I have an instance using an empty clip named mainPageEmptyClip. Inside of that, are various other movies.
Now, at the _root there is a menu which, when clicked, should access one of the layers within the empty clip's content.
The problem here is that I can't discern what the target would be to actually access the clip. The action worked fine before I implemented the empty clip, but now it won't work any longer.
I've tried using the target tool built into FlashMX, but it doesn't list any of the instances withing mainPageEmptyClip - that's as far as it goes. I've tried entering in what would seem to be the path, based on the instance names of subordinate movies, but it does me no good - I'm continually given the error of Target Not Found.
I've got a 'simple' problem with some actionscript and movie clips. I have a 1 frame movie with 2 Layers. On Layer 1 I have a movie clip called green1_mc. In this movie clip I have another called green2_mc. This animation is 120 frames long, with a stop(); on frame 59. On Layer 2 of the main timeline I have another movie clip called green_back. This is my button. I've put the following code on the clip.
I have a problem when I try do to my flash movie starts at frame 20 when playing.
In the timeline, I have some stop() function at frame 5, 10, 15... And at frame 1, I put this action gotoAndPlay(15) for starting the flash from frame 15 When I play on my PC (local), it's ok, but when i upload to internet and play, it stops at frame 5 (where i put the stop action)
I have a swf movie that loads to my main scene using a preload. I have a button found on the main scene. When that button is pressed I would like to use the GotoAndPlay command to play a specific frame in that movie. How do I do this. my swf is called inter_mc.swf. I created a function for the button but somehow Im thinking I need to designate the swf in the goto code. This isn't working but it is what I have so far.
I have a class controlling all my targets, I want to play a death scene for each target when they get shot. My targets involve several nested movie clips, I want to put the death scene on the second level of my targets nested clipsWhat code do I use to tell flash to go to the second level in my targets and play there?Here is my class code in it's entirety. I have highlighted the part thats currently playing my targets.
package {import flash.display.MovieClip;import flash.events.Event;import flash.events.MouseEvent;import flash.media.Sound; public class SquaresClass extends MovieClip {function SquaresClass()
I have an avatar that's made up of several child movie clip sink points such as head, arm, pants, etc. I'm trying to be able to swap out items, such as a new hat, new gun, etc dynamically based on the user's selection.
I'm able to modify a regular movie clip in AS3, but I've now moved to having a avatar that's composed of several labeled animations such as "walk" "idle" "jump", etc. The problem is, once I modify the avatar, and do a gotoAndStop("walk"), the avatar reloads all the original assets that were created when the avatar was rigged up.
I need to make it so when the movie clip that is in frame 1 of scene 1 is done it plays frame 2 of my scene 1. How do I do this Im making a cartoon where a characters mouth which is the movie clip which is moving and when it is done moving i want it to go to and plays frame 2 on scene one. Its to late to do everything on the timeline, and I cant just copy the movie clip, i could but I want to just be able to do this go to and play on scene one from the movie clip instead of doing all my work all over again
I would like some help on writing a piece of code.I need to write a function that if some movie clips are in some x and y value, then gotoAndPlay('end');
Code:
function gotoEnd() { if (tv_mc._x = 41.8; tv_mc._y = 157.3;) then gotoAndPlay('end'); }