I have a question that is a bit tricky. Why I want to do this is becouse I need such a dynamic solution as posible with fast downloadtime.
- I have a host file that schould preload child files (this is to display what I can load visual).
- In the child files library i have a clip ready to be exportet (it's exported in first frame)
- when my host noticed that the childs second frame is loaded I want to grab the clip from the childs library and attach it in the host. (after this it will load nextone e.g.)
Is it not posible to get childrens exportet library clips? (have tried to load whole child clip before trying to grab the clip).
I am working in two different applications, one to be compiled for desktop use (AIR) and one to be compiled for the web. They are part of the same project and use the same visual components, but they are completely different apps. When a visual component is changed in one application then it should also change in the other one. Is this a good situation to use a shared library fla? I am new to the concept of shared libraries and I am considering the options.
On one had I would not have to update 2 applications everytime I change something, on the other, I would always have to recompile the library folder when I do the smallest changes to a component.
My header swf on load took longer than the hobbies swf. It is surpose to appear only after the header swf is fully loaded. See link below.
[Url]
Is that any properities/condition I can use to check that the 1st SWF to be fully loaded (return true value) b4 proceeding to load 2nd SWF using do while statement.
I'm using a preload function with the Movie Clip Loader. Everything works like it should except the external swf's will play before they are fully loaded. At first I only had one frame in each swf, and they wouldn't show up until 100%. Then i added some animations, and now they play out at around 60% loaded.
I know I can fix it with stop() on the first frame and tell it to play after 100%, but I'm wondering if anyone else has had this problem, or is it something common with MCL and i just wasn't aware of it.
i making flash website and i tried to put a preloader but it dosen't work ... if u wana see the example of what am talking about plz visit thisi spent alot of time and i visited all the threads posted here but i failed
I built a pretty simple Flash movie for a client and put a preloader on frame 1. The preloader works fine then the movie plays. What is happening is if you go to another page on the site and then go back to the home page all you see is the preloader bar fully loaded but the movie doesn't play. You have to refresh the page for the swf to play again. It is doing it to me in Firefox but not IE 8 and it is doing it in IE8 on my clients computer...
Here is the code. stop(); this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); function onProgress(e:ProgressEvent):void{ var loaded:Number = e.target.bytesLoaded; var total:Number = e.target.bytesTotal; var pct:Number = loaded/total; loader_mc.scaleX = pct; loaded_txt.text="Loading..." + (Math.round(pct * 100)) + "%";}function onComplete(e:Event):void { gotoAndPlay(2);}
Here is a screen cap of what is happening. After you go back to the homepage all you see is the rpeloader bar fully loaded without the load text.
I've been searching for this for a while, and either my google-fu is weak or there is no easy to find answer yet...
I am using a NetStream to stream a video file from anywhere. The NetStream is NOT connected to any server. Here is the code:
// Create new connection and stream _netCon = new NetConnection(); _netCon.connect(null);
[Code]....
This basically works, of course, but the video always starts playing only when it is fully loaded. It also passes the metadata only then. But the main reason to use a NetStream is so that you can play a video BEFORE it is fully loaded.
I tried playing around with the bufferTime property, but to no avail. Also made sure that there is no caching involved when loading the video. I always load a "new one" by adding some "?bla=date" value behind the url.
Is it possible that the "real" streaming only works when really connected to a server? Or am I missing something else?
I have Movie that has a preloader on the 1st Frame and then on the 2nd Frame a swf is loaded using this script.[code]This loads my test_1.swf into the test_1 mc inside the cc mc.This all works fine.... However what I want to know is how to only gotoAndPlay ("3") after the test_1.swf has been fully loaded?The idea I'm working with is that... an initial swf (simply an image with a preloader - test_1) would load into the background when the swf is started and then a menu would appear in frame 3 that would allow the user to replace the background swf with button clicks..... But at the moment the menu on frame 3 is loading before the background swf is loaded.
I'm having a strange problem while preloading external swfs. I have about 6 external swfs that load whenever their respective button is clicked. Each swf will have a short animation that builds the page. Initially, i was testing the swfs with the full page assembled on frame 1.
Everything worked as it should until i started building the animations. Now, instead of the animation starting when the swf is fully loaded, it starts when the preloader is around 60%. This happens everytime at 60%. If I take the animation off and go back to 1 frame, it shows up when it's supposed too, at 100% loaded. I thought i could get around it by putting a stop on the first frame and telling the swf to play with onLodInit(), but it still shows up early with the stop() on frame 1. Just wondering if anyone else has ever experienced this weird problem?
Im trying to draw a bitmap of an dynamically loaded image via xml, and ofcourse i'd like to apply smoothing to my images, as my page resizes with the browser and creates a mess.
The images are loaded with a timer event, which fires every 200ms, and each time this occurs, I'd like to quickly draw the bitmapdata of the image so i can apply the smoothing.
My problem that im having is that the images aren't completely loaded when I run the draw method and so im left with a white box instead.
Currently im using:
Code: function itemHandler(event:Event):void { loadThumbs(event); thumbLoader.unload();
One being ... at the moment when a FLVPlayback is imported onto the stage and a user clicks on the exit button before the video it has fully loaded onto the stage, the video keeps loading in the background. I want it to be completely removed and stop loading when the exit button is click... because at the moment it slows the users internet down and the sound also plays in the background when its been fully loaded... The video interface seem to be removed but not the whole thing.
It is also happening to me when I use addChild to load a external JPEG... if the user exits before it is fully loaded to the stage... it keeps loading in the background.[code]...
I am trying to load an external swf into a target. When the swf is completely loaded, I want to execute the next set of actions. I am trying to develop my flash websites so that no coding is done within the child swfs. So I would assume some code like this would work: _root.holder.loadMovie ("child.swf"); if(_root.holder.getBytesLoaded ==_root.holder.getBytesTotal){ _execute some other command; } However it doesn't work! So is there a way to detect when a specific child swf has fully loaded into a target (not _framesLoaded please!) and then set a variable to allow some other actionscript to kick in?
[CS3 AS2]. I'm having trouble preloading a site I'm working on. I think I'm doing it correctly but the preloader page dosen't show up until its done loading. Then jumps straight to the 2nd frame because its loaded. I'm just doing a simple animation on frame 1 (as the preloader anim.) then when its finished loading, goToAndPlay frame 2.
Code: total = _root.getBytesTotal(); loaded = _root.getBytesLoaded(); if (loaded == total) { _root.gotoAndPlay(2); }
In my child swf I am using the sound from library with "attachSound". I also use the play/pause button controls of this sound alongwith the other animation.
Now when I load this into my main swf file with "loadMovie", It plays fine but no sound. I found that this is due to no sound linkage in my main file library.
In my project I have five video files that I need to all play simultaneously. I'd like the user to be unable to play them until they are fully loaded, because of course streaming would mean they wouldn't necessarily be playing at synchronized times any more.
So I need to load them all entirely, and have a single button that the user clicks to get them all to play simultaneously.
I have a pre-loader with dynamic loading text displaying the % of movie loaded. I also have an animated loading bar which goes from left to right.Is there a way of making the loading bar only be fully loaded at 100% an only half full at 50% etc. At the moment the loading bar movie clip plays until loaded and then starts all over again if the movie hasn?t loaded yet.
In my child swf I am using the sound from library with "attachSound". I also use the play/pause button controls of this sound alongwith the other animation.Now when I load this into my main swf file with "loadMovie", It plays fine but no sound. I found that this is due to no sound linkage in my main file library.Now the issue is that I want to share my child swf's library with main file's library.
A website I've recently encoded has HTML5 video that falls back to a Flash video for IE browsers. The MP4 video is played through a SWF file with an FLVPlayBack component, and works perfectly on my company's staging environment. However, once we moved the files to the client's live site, the video's buffering does not work properly. Instead of showing the video controllers and progress bar as the video loads, nothing is shown until the video file is completely downloaded (about 50MB)Here are the settings used for the SWF file and FLVPlayBack Component:
Apparently, there is a way to have one library, update a symbol in that library, and have the one update be reflected in 10 different documents that share that library. However, I cannot find any (coherent) documentation on how to do that.
Been reading all your posts and tried everything, but nothing seems to work. The problem isindex.swf as a class named AssetsLoader.as. This class loads sharedlib.swf which as a font in it. I need to register the font at index.swf, but i get this damn errorError #1508: The value specified for argument font is invalid. at flash.text::Font$/registerFont()Here are the files:
***sharedlib.swf***Font properties at library panel:-Export for ActionScript (CHECKED)-Export in frame 1 (CHECKED)-Class: DINBold-Base Class: flash.text.font **AssetsLoader.as***(...)var _loader = new Loader();_loader.addEventListener(Event.COMPLETE,
I'm having a little trouble setting up a new project (an e-Learning) that I think will benefit a lot from RSL.My case is something like this[code]...
The Main will be the first movie to be instantiated, then, all that is necessary from here will be download.Every lesson will be put in a fla/swf apart from the "Architecture" (that is the Main, Scenes, Navigation and a whole bundle of classes called Engine) and will be added at runtime inside the Scenes.
The Engine is responsible for handling repetitive and necessary tasks, events, common methods, communication with server, among other things.The Navigation is responsible for handling user input, as the navigation (next/prev lesson and such), and then passes it to the Engine, that will manipulate the Scenes (and it's children).
Well, I have some restrictions too:Every swf file that will be handed to our client need to have less than 80kb, which means I'm tied.I can't compile the whole thing as a package ready to delivery.As size counts, I need means to alleviate the load as much as possible.So, I searched a lot these days and found out RSL.I've created some tests to know better how to use this and, of course, got into a trap.
I haven't been able to set up my Flash correct, haven't any success with the "Library Path" (under AS3 configuration), haven't been able to compile classes inside the SWC...
Another thing is that I won't make the lessons, only the Architecture.Those lessons will be created by people that may not have any knowledge in AS3 (OOP or program logic) at all.And I'm not inclined to delivery the whole engine (source code) to anyone from outside that may mess with it, making the whole app (apps, in fact, we'll produce hundreds of e-learnings).
How to use RSL efficiently
How to bundle classes inside the SWC
How to package all that is imperative for the whole thing work in the SWC, and then, delivery only this SWC
I don't know how to reference to sharedLibrary.swf file.That sharedLibrary.swf is in root folder and another swf which uses sharedLibrary.swf is in folder TEST.I try to pur reference like: ../sharedLibrary.swf and ..sharedLibrary.swf and ..\sharedLibrary.swf and ..//sharedLibrary.swf
Does anyone know if it's possible to have Graphic-type symbols in a shared library as it won't let you add an identifier to them? It's ok to use Move Clips but they increase the file size.
I'm having a little trouble setting up a new project (an e-Learning) that I think will benefit a lot from RSL. My case is something like this:
Main.fla - A Shell Scenes.fla - I'll explain this in a minute Navigation.fla - Some kind of GUI Lots Of Fla Files - The Lessons
The Main will be the first movie to be instantiated, then, all that is necessary from here will be download.Every lesson will be put in a fla/swf apart from the "Architecture" (that is the Main, Scenes, Navigation and a whole bundle of classes called Engine) and will be added at runtime inside the Scenes.The Engine is responsible for handling repetitive and necessary tasks, events, common methods, communication with server, among other things.
The Navigation is responsible for handling user input, as the navigation (next/prev lesson and such), and then passes it to the Engine, that will manipulate the Scenes (and it's children).Well, I have some restrictions too:Every swf file that will be handed to our client need to have less than 80kb, which means I'm tied.I can't compile the whole thing as a package ready to delivery.As size counts, I need means to alleviate the load as much as possible.
how to use this and, of course, got into a trap.I haven't been able to set up my Flash correct, haven't any success with the "Library Path" (under AS3 configuration), haven't been able to compile classes inside the SWC...Another thing is that I won't make the lessons, only the Architecture.Those lessons will be created by people that may not have any knowledge in AS3 (OOP or program logic) at all.And I'm not inclined to delivery the whole engine (source code) to anyone from outside that may mess with it, making the whole app (apps, in fact, we'll produce hundreds of e-learnings).How to use RSL efficiently How to bundle classes inside the SWC How to package all that is imperative for the whole thing work in the SWC, and then, delivery only this SWC
I have a great shared library tutorial BUT I don't like one section. Assets.swf is the shared library with a variable array called availablegraphics on it's timeline where we put in the available assets That is the bit I don't like. Isn't there a better way to loop through to get the assets. Also they use a loop using library.availablegraphics - which I have never seen before and seems a little weird. In conclusion it's great but is there a better post or tutorial on shared library and how to loop through the assets without knowing exactly what or how many there are.
Kindly note I am not asking what SWCs are used for, I know about that. I want to know, the use of RSLs in flash. Say i have some useful classes which i currently am using by specifying the particular folder as an "Additional source folder". So, can i make use of RSL here. If not, when and why i need to use RSLs ( I use SWCs without any problem, but i wanna know how to make use of RSL, without making SWCs, ie just by bunch of actionscript classes )