ActionScript 2.0 :: UnloadMovie Followed By CreateEmptyMovieClip Won't Work
Jan 31, 2009
im making this website in AS2 using SWFaddress for the first time. everytime a new page in flash is requested trough swfaddress i need the menu to be remade, so i unload the previous menuitems en load new ones.
the problem is if the unloadmovie works the new items aren't made, but if i reload that same page it will show. so when items are unloaded new ones aren't made and if no items are there to be unloaded new ones are made...
here's my code
ActionScript Code:
function createMenuNow(){
trace("_______create menu now_______");
I am having a similar issue to this post except that I am using only AS2 at the moment.[URL]..I call a swf file to load into a loader like this music_mc.loadMovie("music/song.swf").
When I unload the movie clip like this: music_mc.unloadMovie() and try and load it again, it does not want to load again.
I have a set of buttons on a map that when clicked load in a zoomed version jpg file into an empty movie clip. When the loaded jpg / mc is clicked, I want the loaded movie to fade out as it unloads. The fade in is working fine, but I've tried several examples I've found online for the fade out and none of worked yet.
I'm a student web designer from Toronto, ON working on a flash interface for an art show.In our flash file (AS 2.0), I need a piece of code to constantly check a set of variables. If the variable reaches 2, I want it to unload the current movie, therefore I also have a set of buttons which each increase the current variable by +1 every time they are clicked. Therefore once 2 buttons were clicked, the movie would be unloaded.[code]
I am making this site that reaquires me to unload a movie when i press the button but after i need another movie to load. How do I do this. These are the two movies:unloadMovie:Photo_HolderloadMovieThumbs_Holder
Because the swf_loader are mp3 player and if i change page wihout having press the stop button first the music is still playing. I have try to just add swf_loader.unloadMovie(); on every other keyframe but it doesnt work. i guess i have to find out where this swf_loader exist/is included right?
I'm new and I've got a problem I've been trying to fix for a couple days and haven't been able to.I am loading youtube videos in to movie clips with actionscript on a frame:
When a button is clicked in my main movie, a swf loads in a container clip. When the "BACK" button is clicked on the loaded .swf, the .swf is unloaded but the buttons I have on my main timeline no longer work.
I am building a website that has a separate .swf for each page of the site. Each page is loaded into shell_mc using loadMovie. When a new page loads, I run shell_mc.unloadMovie before calling shell_mc.loadMovie(newPage). I am just wondering if the unloadMovie command will destroy everything in the current page that might take up memory before it begins loading a new page.
I am trying to incorporate the facility to recover an object that has been deleted by the user. When he presses delete, i unload the movieclip. So if I want to recover it, complete with its last width, height, x and y positions, how do I do it? Is there some inbuilt function? or do I have to use some programming to do it, like save the object properties before deleting and all? The object could be any one of about 5-6 of them in my library, so knowing at run time which one to attach is impossible. So I need something to recover exactly the movie clip that was unloaded. I don't think attaching a new one and setting its properties will work. Very simply, I could just set the _visible to false when he presses delete, but then, thats not a very good practice I feel.
I have created an interface that uses a lot of the loadMovie command using levels. Once I have loaded a movie on say level 3...in that level 3 movieclip I will have another navigation that will load and then use the loadMovie command to load movie on level 3 as well. It loads it correctly but the back button that would contain the unloadMovie(3) command isn't unloading, say if the user wants to go back.
i have a audio track in a movieclip that i am loading into a target and i am doing an unloadMovie to remove it from the stage, but the audio clip continues to play until it hits the end/loop point... so my question is, how to i make it stop as soon as it unloads?
I have an AS2 .swf being loaded as a child of a parent AS3 .swf. The AS2.swf calls loadmovie() and unloadmovie() to display 3 jpeg files. The images load the first time, but after that, a call to loadmovie() to replace the image, or a call to unloadmovie() fail. I found the following Adobe Bug report ([URL]) that has said this has been resolved, and also said that child movieclips could be replaced without a problem. Here is the code I'm calling.
unload some duplicated movieclips. Sometimes the script is not unload all the movie clips. And on frame 2, how to say by scripting "not go to next frame if all the movieclips is not unload"? Well the script is:
What (if any) is the actual differance between removeMovieClip() and unloadMovie() for use in erasing duplicated movie clips (using duplicateMovieClip() )? I was looking over some of my code and noticed I used both without much rhyme or reason as to why one over the other.
i have a little problem with the unloadMovie command. i have a button which is mc2_about here is the code
[Code]...
where i want to unload level1 which is a scrollbar with a text and load the portfolio section in an empty container... my structure i want to load in an empty container the swf's of the main navigation (home- portfolio,etc) and the sub-menus of it's categories[about me-print-web design) into levels. is there a simpliest way of doing that?
ve been trying to populate an empty MovieClip in AS3. I can get my head around it if I create an empty movie clip and place it in the library, and then add it to the stage and then add other MCs from the library to it.But I want to make multiple empty MCs and fill each one with MCs. I want to do this using for loops so I can control as many as I need.I dont know how to write the code. I can do it in AS2! but thats not the point!here's the simple version:::
Code: var myMC:MovieClip = new MovieClip(); for(var i:int=0;i<5;i++)
I find myself having problems with createEmptyMovieClip(s), I only seem to have one loading, I basically wish to have a preload for each thumbnail, my images are obtained from a php array and not an xml file.
The "scroll_right" image shows up, but in Debug, _root.win_Main.scroll_right.bar does not exist after this code is called. However, _root.win_Main.scroll_right DOES exist.
Code: var win:Object = _root.win_Main; win.createEmptyMovieClip( "scroll_right", win.getNextHighestDepth() );
I found some AS2 code for creating a XML dynamic photo gallery, with thumbnails and big selected image. I extended that for more than one gallery, and all worked well except one thing: when I load a gallery with, for example, 6 photos and return to one with 2, the difference of 4 thumbnails of the first gallery remains, so the problem is that I don't know how to remove the mc instances that I've created with createEmptyMovieClip function. The code of the function that creates every thumbnail is:
function thumbnails_fn(k) { thumbnail_mc.createEmptyMovieClip("t"+k, thumbnail_mc.getNextHighestDepth()); tlistener = new Object(); tlistener.onLoadInit = function(target_mc) { target_mc._x = hit_left._x+(target_mc._width+5)*k; target_mc.pictureValue = k; target_mc.onRelease = function() { p = this.pictureValue-1;
[code]....
k is the number of the image to create this thumbnail, and thumbnails[cat_actual][k] is the path that contains the thumbnail to show. I've tried to use the removeMovieClip(); function with thumbnail_mc but doesn't work.
this is what i have.- createEmptyMovieClip "hold"- hold.attachMovie("logo","logo",1)the problem is that when attaching the logo...it's not centered. how do i center it...i've tried _x and _y but Movie Clips seem to have different dimensions than the actual movie size.
it goes to a certain point in the timeline, which then initiates some code to load a movie clip onto a certain part of the screen.I made a sample swf to be loaded(home.swf), but the thing is, I dont want the user to see the things that are off the page of home.swf, that the user couldn't normally see... i was wondering the best way to solve this.As you can see, i already tried sizing the clip, but that only made it extremely small and didn't solve the problem.he main timeline :
Code: this.createEmptyMovieClip("content_mc", this.getNextHighestDepth()); var mclLoader:MovieClipLoader = new MovieClipLoader();
I'am having troubles with the CreateEmptyMovieClip on my website.I made the following script in a new document with just a button and an image.This is the code in the button:
Ok, so I am using a basic stamp and processing to create an interface in flash. So far I have it draw a line from the middle of the stage to the x-y of my custom mouse when you push a button. That's the easy part.What I am trying desperatley to do is to make each line stay on screen, and when you press the button a new line is drawn. This is where the problem is. Right now it's erasing the old line and drawing a new one every time.I have tried everything under the sky that my basic knowledge can think of. It seems that what I need is to name each new EmptyMovieClip with an increasing number at the end (like "line1" then :"line2" etc) but when I try that I can't get the lineStyle and moveTo commands to recognize the names.Any suggestions? Here is the part of my Actionscript:
I'm making a simple photo gallery, and I'm having trouble loading the thumbnail images. I use the same method (loadClip()) to load the fully sized pictures, and there's no problem there. Even with the thumbnails, I could get the images to load properly when I hard coded each individual thumbnail. The problem is when I try to createEmptyMovieClip() and then loadClip() into these movieclips dynamically, if you will, so it can adjust itself to the number of images in the gallery. I get nothing. No images. Nothing shows up.This is my first time using the createEmptyMovieClip and loadClip methods,
Basically, the code is just creating a new movieclip (mc_thumbnails) to contain all the thumbnails. Then, it should create a new movieclip (inside mc_thumbnails) for each image available. Inside each of these clips (mc_thumbnail1, mc_thumbnail2, etc), the appropriate image should be loaded...
Code: thumbnailMCLoader = new MovieClipLoader(); thumbnailPreloadObj = new Object(); thumbnailMCLoader.addListener(thumbnailPreloadObj);[code]...