I am trying to create a dynamically generated MC with creatEmptyMovieClip(), and all works well. But looking the list of objects/variables in the show I can't seem to detect at what _level the clip is generated. I am using getNextHighestDepth() to set the level (see code below).
Ultimately what I am hoping to happen is that each successive MC will be generate OVER (or on the _level above) the existing MC. Currently it looks like the existing MC is replaced when the new MC is generated.
My next question would be (once I get this lot working) how do I then remove the MC that is under the newly generated MC. I imagine the RAM or processor wont mind if a few _levels of MCs are stacked up and this wont be running up more than about 20 _levels max. But for the purpose of best practice.
I have a main swf that loads 6 movies. And I know how to stack movies in levels and how to target different levels from wherever the user may be. But the trouble is the level/movie on top has to visually overlap the level/movie underneath. And this has to happen dynamically because, say my main movie points to A, B, C, D, E, and F. If I go to B from F, I need to see part of F until I see B. So if I tell Main to open ABCDEF on 1 that works fine. But I can't simply tell A to open B on level 2 because ABCDEF needs to stack on top of the former ABCDEF. Does that make sense? I've been living this for five days and it hardly makes sense to me.
Take my word for it, ABCDE & F need to overlap in a way where I can't just set their levels as one higher than the next.
The Action script code below takes the strings in the array (pgtit) and creates a dynamic navigation bar I am trying to trace the index number of the array being click I just seem to get -1.
var pgtit:Array=["link1","link2","link3","link4"]; var xPos = 0; var menuHolder:MovieClip = new MovieClip; addChild(menuHolder); for(var i:uint = 0; i < pgtit.length; i++){ var btn:MovieClip = new MovieClip(); [Code] .....
I have figured out how to randomly load and fade in poems from text files. Only, after trying to add additional functionality, namely, an index from which visitors may choose a poem to load, I have run into problems. To put it simply, I can't figure out how to modify the code he provided to load text onto lvl0 so far. Here's some sample code I placed on the first button, which is an mc inside an mc (and that mc is placed on the stage, which is a separate swf loaded on an upper level by lvl0):
Code:
on (release){ var poem = new LoadVars(); poem.onLoad = function(ok) {
[code]....
Here's the url for the files [URL] Main.swf is the main site, which provides a button labeled "INDEX". PoemIndex.fla is the source for the swf loaded when the user clicks the INDEX button. "mcButtons" holds all the buttons for each individual poem (wish I didn't have to hard code all of it), and I've also provided "poem1.txt", for testing purposes.
What I'm trying to do is find a way to have dynamic movieclips on separate timelines but within the same level. I tried the following but nothing is drawn on the screen: In the main timeline, frame 1:
Code: _root.createEmptyMovieClip("mc1",1); On the stage is a movieclip called mcOne bought in from the file library
In mcOne's timeline, frame 1: Code: mc1.lineStyle(2, 0x00ee00, 100); mc1.moveTo(0,0); mc1.lineTo(100,100); trace("mcOne code"); While the trace outputs the message, no line appears when I test the movie.
I have two layers in my FLA both with empty movie clips as follows:In mc_Empty1, I attach a faded background movieclip as I wait for mc_Empty2 to load a SWF. Once the SWF is loaded into mc_Empty2, I want to remove the faded background movieclip from mc_Empty1. When I load the SWF from the main timeline, the onLoad() function works and removes the faded background from mc_Empty1. However, when I load the SWF from mc_target, the SWF loads, but the onLoad() function does not. Here's my AS2 code:
//Loading SWF from main timeline mc_Empty1.attachMovie("mcFadedBg", "mc_FadedBg", 1); mc_Empty2.loadMovie("My.swf");mc_Empty2.onLoad = function():Void{ trace("loaded"); //This works removeMovieClip(mc_Empty1.mc_FadedBg); //This works}
[code]....
I know I'm targeting properly because the SWF loads as it should, but the onLoad() function does not.
This is making me a little kooky today. I thought I could defined a library path in PREFERENCES > ACTIONSCRIPT > ACTIONSCRIPT 3.0 SETTINGS then that library would be available to all AS3 FLA files, but that doesn't seem to work for me. If I use the PUBLISH SETTINGS and define the library path everything is fine.
Is there something that I could have done to disable the application level class path functionality? I guess I'm trying avoid having to set the library path for every new FLA I'm making.
I'm doing a bigger aplication in flash (as2).Image, there is a main "home" flash with several menu buttons.Clicking these buttons, I load external swf into an empty container in this "home" flash.[code]clicking buttons in this second level, will load external movies into an empty container in this SECOND LEVEL swf.This works fine, but now, coming to the THIRD LEVEL (don't think there will be more in the future) problems come up, some scripts won't work.Now (I'm a as2-beginner) I think, loading external swf ALLWAYS into containers in the first "Home" flash should solve the problem.But I don't know, how to load an swf from the third level into a container in the first "home" level.In the "home" level, I have a "close" button, that will unload the container content.I need to go to a certain scene "content_2" in the home swf, too.
i have game im doing, and i want it to jump to level 2 upon completing the first level, but the problem is, the level 2 is a seperate swf, i've tried to use
I have a file1.swf which loads file2.swf into it. Within file2.swf i have a button that when clicked needs to remove file2.swf and load file3.swf into its place.
I have a movie that's 500x400 px in level 0 and has lots of thumbnails with pictures that I want to open. the thumbnails open a 500x400 px movie above the other but on level 1. the problem is that when the new movie loads on level 1, the thumbnails on level 0 (that are now hidden by the new movie) are still active, and if i click anywere in the movie on level 1, it trigger an action from level 0. Is it possible to load a movie to level 1 that deactivates the movie in level 0 without unloading it?
I am interested in making an animation that would be the equivalent to watching somebody write with a pen. The line tip would start moving and the path that that tip traces would stay on the screen.
I have a document class and a subclass. In the subclass I have a trace. I've done this dozens of times before.I've checked everything and I'm stumped. I can't for the life of me figure out why it's not running a trace.
I checked AS3 settings like usual. The FLA finds the document class but I can't get the subclass to show up.[code]...
I feel a little silly for posting this because it seems like an easy answer and I'm probably overlooking a careless mistake.But I'm trying to push some XML values into an array by looping through them and then trace them out to see the answer and it's not working.[code]
I have a mc with a set of images with fadein fadeout animation. there are two sets namely SetA and SetB with there respective buttons buttonA and ButtonB. Now the mc has two labels corresponding the buttons, when the label is A it should reduce the alpha for ButtonA to 35and vice versa. But the main problem is while tracing the timeline the currentframe remains 1 and does not go any further, so it plays the animation but does not reach the labelB for ButtonB. Is there any way we can trace the timeline keyframes in the mc? Here is the sample code.
I am working with a set of external XML data, and putting it into arrays. I have set up images and text on a page using XML data, which, when clicked on, will populate a popup window with XML data from the same index. For some reason, when I trace the index of the array, it comes up as -1.
I have a masked movieclip which contains nothing but static text inserted from the IDE (not programatically).
In the IDE it states this movieclips height to be 332.25, however when I trace the movieclips _height property it returns 327.3.
This is causing my scrollbar code to mess up as it is not scrolling down far enough. It is also not a one off thing, every block of text I make in the IDE exhibits this behaviour.
I am having a problem parsing xml data, I know how to get it into as3, and that is working pretty well after following a brilliant tutorial on kirupa:[URL] But I am having a problem tracing the data that I want. Seemingly it is connecting to the database and is working in that sense but when I try to trace data I am getting a couple problems. The first is that I need to somehow specify a value of a single item to get the rest of the data. Here is the xml:
ActionScript Code: var goBackward:Boolean=false;// this variable will determine which way to go in bar. function rotateBar(toPoint) { if (toPoint != bar._currentframe) {// checks that the frame number submitted does not equal the current frame in bar (otherwise does nothing)
[code]...
Note 1: This FOR statement say that i = the frame number required, that i is greater that the frame number required, and that for each iteration of the FOR statement, i decreases by one. then the nextline says for Bar to go to the previous frame. when the frame number in Bar is equal to the number we gave it for i, the loop stops.Note 2: This FOR statement is the opposite. it says, for every time the current frame in bar is measured, proceed one frame in bar at a time, until it does equal the frame number supplied.When the buttons are pressed it rotates to the correct position, but it doesn't play the frames in between.
Is it possible to trace the number of sub-variables for an object. I make a new Object ("certain Object1").and I create a bunch of sub values for it:[code]Is there any way to trace how many subvars are assigned to certainObject1?(3 in this case)
I have some simple Sprites that I'm putting into an array. However, when I click on them I want to trace what their position is in the array. How do I go about doing that?
ActionScript Code: var myArray:Array = new Array(); var mySpriteOne:sprite = new Sprite(); mySpriteOne.graphics.beginFill(0x000000);
[Code]....
I want to add some mouse click listeners and then I want to trace the currentTarget's position in the array. I just have no idea what parameters to give the trace().