ActionScript 2.0 :: Target 'close_btn' To Call An OnRelease Function?
Oct 19, 2008
I've created an empty movie clip on the stage called 'photographs', to which I've attached a movie which I've given the instance name 'p1_mc'. This movieclip contains another with an instance name of 'p1_mc_base', which in turn contains a third with an instance name of 'close_btn'.
I need to target 'close_btn' to call an onRelease function. I'm thinking the path would be:
_root.photographs.p1_mc.p1_mc_base.close_btn
which is borne out when I list the objects in the movie, but I can't get it to work. I've used getNextHighestDepth() with the createEmptyMovieClip and attachMovie functions.
Is it possible to assign several onRelease Functions for multiple movieClips on a single function?
Here is my scenario... I have 10 movieClips on stage... i have a function on script which needs to be called every time any of the movieclips are clicked.. do i have to write a separate movieclip.onRelease function for each and every movieclip.
I reworked a script that creates a menu from XML. Works great, it creates the menu items by attaching a button I have in my library, each button gets the proper data passed to it in the process. Each button has an onRelease tied to it by the script. When the menu item is clicked (onRelease) it loads an image and proper data into the movie (into movie clips & dynamic text boxes).My hangup is that I want the first menu item to be called when the menu is created. In other words, i want to call the function that the onRelease is calling with the first menu items data but i can't figure out how to do it.All i can figure is having the button call the function itself [i.e.if(this.name =="button1"){] but that doesn't work.[code]
i have a loop that attaches clips of the picFrame to a holder clip based on the number of childNodes. how do i target the selected picFrame clip and have it call the function resizeFrame to change the width of just the border clip inside the picFrame the onRelease was chosen? i realize under the resize function i have it targeting the holder clip's width. i just don't know what else to do and i've tried many else's.
I need help with onRelease after using loadMovieClip function. onRelease doesn't work on duplicateMovieClip. The code:function buildGallery (page Position)[code]
I am designing and coding a navigation menu at the moment, and so far I have got the button instances to duplicate for each of the menu items, and set widths, positioning values and RollOver/RollOut functions. However, I would ideally like to include the onRelease button functions in the for loop too - as they are all the same apart from the variable "i". Here is the code snippet:
ActionScript Code: for (i=1;i<(_root.noofmenuitems+1);i++){ duplicateMovieClip("mc", "mc"+i, i);
[code]...
Now my problem is that by the time the onRelease function is called, the for loop has been completed and the value of i returned is the last i value from the loop (_root.noofmenuitems+1). The this["mc"+i] part obviously works, because the trace function is called when I click any of the menu items.The problem is that I have 6 menu items, and when I click any of them, the trace function returns "test 7" - not the corresponding i values for each button.
I need the following script to run as soon the as the play head comes on the frame. Right now it is activated through an onRelease...need to replace that:
myButton_btn.onRelease = function() { tweenBall(mx.transitions.easing.Strong.easeOut); }; function tweenBall(easeType) {
I need the following script to run as soon the as the play head comes on the frame. Right now it is activated through an onRelease...need to replace that:
i have a movieclip on the main timeline, and inside that mc I have 1 button on first frame and 1 button of second frame...From the main timeline i run this script for frame 1 button...
And this works fine.. however, i run the exact same script for the button on frame 2, ofcourse changing the path and gotoAndStop(1) instead... And this isnt working.. The button's over frame works so its activated...
Just getting up to speed on looping and incrementing variables. A real time saver.I have a onRelease function that I would like to apply to several button objects:
I need the p variable as well as the target but1 to increment. This is my first attempt:
for (n=1; n<=23; n++) { phase1a.but[n].onRelease = function() { p=[n+1];[code].......
I get a good trace on n showing that the incrementing is successful but nothing on p when the button is clicked and no execution of the function thisImage(). Not getting any errors either. Can you not loop an onRelease statement?
I am working in CS4, but using as2 as the publish setting since the swf I need to load in was previously done in as2.I have an interface that I am loading a logo.swf into. This logo has animation that works properly both in test and in the browser. There is, however, a function in the logo.swf that is not working.
When I test with the IDE this is clickable within the interface, but when I view via the webpage it is not. AllowScriptAccess was set to sameDomain, but I have also tried that set to always.
I can't get my getURL to work. It works when I use "_blank" but not when I use "_self" or "_parent" or "_top" or leave it empty. I've got it right off the main timeline. I've also tried putting it within an onRelease function.
So, this doesn't work: Code: getURL("images/aboutus.jpg", "_self"); But this does: Code: getURL("images/aboutus.jpg", "_blank");
Strangely enough I can't access the variable i in the onRelease function below. I guess it must have something to do with the position where I declared it. But I also tried to declare it outside of the functions but it didn't work either.. how to solve this problem?
I have the following code that lists 5 buttons with dynamic texts... when pressing each button a popUp_mc window will appear with some content show in dynamic text. Only one of these 5 buttons have some images that will have symbols_mc appear... in this case I just alpha this symbol to 100 only for this button, but for the rest alpha = 0. The button the I want to show the symbol is the third one. I'm a bit confused on how to show this symbol according to the following code below.
I have this function on "mc".And I would like to call the function on ''mc" without clicking on "mc". How can I create the state where this "mc" is being pressed by script on a frame or another button?
I have some script for a sliding gallery and buttons to move the images. how to change the function from onPress to onRelease so I can animate the button.
I have another question about my For loop. I am designing and coding a navigation menu at the moment, and so far I have got the button instances to duplicate for each of the menu items, and set widths, positioning values and RollOver/RollOut functions. However, I would ideally like to include the onRelease button functions in the for loop too - as they are all the same apart from the variable "i". Here is the code snippet:
I get the alert but I can't get the lightbox window to display. When my as code makes the ExternalInterface call I get what looks like a page refresh and a blank browser window.
I have an enterFrame action that I use on a graphic:
[Code]....
Because I want to use the above code more than a few times, I tried to make it a function.
[Code]....
But for some reason the function call does not work when I call it via an action on a graphic where initially the code worked when it was explicitly written and not called as a function.
I need to get a javascript var in my Flash application. I like to be able to just set a variable in the javascript (client constraints) rather than define a function.
Can this be done? I am trying to use the ExternalInterface.call()