ActionScript 2.0 :: Using The OnClipEvent Function, And Does Not Allow The MouseOver Option?
May 19, 2010
I have a scroller, which works well, except I wish to remove the scroller and track, and just use the left and right buttons. This is also goes to plan, except I wish the left/right buttons to operate as soon as the mouse glides over them. The script is written using the onClipEvent function, and does not allow the mouseOver option. By looking at the code below, does anyone know if there is a way around this? I'd love to know if it's possible!
I have a basic mouseover in my flex application which changes an image onmouseover and changes it back onmouseout using the code mouse Over "functionToChangeImageSource()" and another one to mouseout.It works fine when you slowly mouse over and out, however if I quickly move the mouse over it, it occasionally stays on the mouseover image and the mouseout function doesnt appear to kick in. Is there anything I can do to fix this, or does anyone have any ideas why its happening?Also, I've tried the rollOver and rollOut instead but it has the same problem.[code]I'd imagine you're correct about the mouseover event not completing before mouseout is but how to I fix this?
I'm using the code contains onClipEvent(load) and onClipEvent(enterFrame) and duplicateMovieClip() to make the snowing effect in the 2 first movie-clips but then, i cannot stop them in the next movie-clips. (All of my movie-clips in 1 scene only.)
I am trying to turn the following code (which works well when applied to a _mc) into a generic function I can use on the first frame of my main timeline:
How would you write this into a function that lies on frame 1: onClipEvent(data){ this.sendSent.text = "MESSAGE WAS SENT"; this.textEmail.text = "EMAIL"; this.textSubject.text = "SUBJECT"; this.textName.text = "NAME"; this.textMessage.text = "MESSAGE"; }
I have a whole bunch of onClipEvent(enterFrame){} events going on. Would taking all that code and putting it into just one mc's onClipEvent(enterFrame){} function lower cpu usage? What is a good way to have enterFrame functions die if not needed?
I have 5 nav buttons. The first two have sub sections. (1st one has 2 elements, 2nd one has 4 elements). The way I set it up, each of these buttons checks on the _y position of the button below it. I then use a move function with inertia to move the bottom button, and all buttons on top of move along with a springy feel. Also, when these move, I show the 2nd frame of each of the buttons in the corresponding section, for it shows the text of each button. This is the way I am doing it right now (By setting everything in one enter frame function it seems to run a lot smoother than when each element had its own enterframe function for just one line of code):
I try to create a function to change border property of border container.To do that I create a function for each border container on my MXML.But I'd to code better and to do a generic function.Today my function is:
protected function bcContact_mouseOverHandler(event:MouseEvent):void { // TODO Auto-generated method stub bcContact.setStyle("borderVisible",true);
[code]....
bcContact is one border container Id.I try to replace bcContact by this but it doesn't work.
I have a problem: I'm trying to have a dynamic text box (htmlText) with a number of links (all dynamically generated themselves) within. I need some way that the html link can detect the user mousing over/off of it and fire off a function (to bring up a tooltip elsewhere on the interface, specifically). Is this at all possible in ActionScript 1.0?
I have a simple movie clip for which i bind two events 1-MouseOver and MouseOut
in these events i am just tracing simple text
But the Problem is when i take my mouse over the movie clip both events called tracing the string in the output panel
Infact, things should be done like that on mouse over, its text is printed and when i take my mouse away[out] from the movieClip MouseOut event should be called.
I have 2 images that I want to swap places on a certain frame in my animation. I've been messing with it for quite sometime now and I can accomplish one of two things. Either the animation goes smoothly and the images don't swap depths or the images swap depths and the animation hangs.
I have a file where user chooses xy cordinates which display in text box.... which is workin, but I want to have it only appear inside a box area? ie choose once only inside box area - once outside i want the mouse to behave as normal (no new pointer no xy tracking) not sure what if statement would work ?
onClipEvent (mouseDown) { duplicateMovieClip("../cue", "cue" add n, n); setProperty("../cue" add n, _x, getProperty("_level0",_xmouse));
This is my AS code: onClipEvent (enterFrame) { this._x = Math.random()*2+90; this._y = Math.random()*2+60; this._alpha = Math.random()*30+50; } It is applied to the movie clip. I am having trouble figuring out how to STOP to action. I want it to stop after 10 seconds. How do I do this?
I get that I could find the image in the directory and just change it out with the same name/pixel size, but I'd also like to add more images to this particular project with the same conditions.
I am just learning Flash. I'm using Flash CS4, However I am using Actionscript 1.0/2.0. I have a main page with just simple buttons, and such. My question is, I need to load a swf within my main page. I have a sqaure in the center of my page that I want to load a swf in. I made a rectangle using the rectangle tool, and converted the rectangle into a symbol so that actions may be placed within it. I want to load a file called News.swf within the rectangle. I can't find any code to do this that doesnt have compiler errors.
I found one code: News.loadMovie("News.swf"); when I put just that in the Actions field, and I export the movie I get the error: Statement must appear within on/onClipEvent handler
I just want to load News.swf in the actions tab within a symbol.
I have two movieclips that determine their frame number by a variable. The problem I'm having, though, is that the frame doesn't change when the variable changes. The original variables are determined in the main timeline (_root.item_slot1= 0;).The following code is contained in the item_slot1 movieClip:[code]So it starts off in frame 1. If I change the original variable to 1, then it will go to frame 2. However, the frame doesn't change when the variable changes, and I have a text box that shows the value of the variable, and it changes to 1 exactly when it's supposed to.I can't zip files, but I have the .fla at URL... if you can get it to download from there.
I am using loadmovie to load a separate .swf file into a movie clip which is on my main file time line. Is there anyway I can use Onclipevent () to preload the movie I am loading in?
I want to duplicate an MC every 5th second, so I came up with this code:
Code: i = 100; p = 0; onClipEvent(enterFrame){
[Code].....
I know this doesn't work, because onClipEvent only works on buttons or MCs. So the question is: is there an onTimelineEvent or something that'd work on the timeline?
i remember there is a actionscript tat u can set on the timeline instead on the movieclip itself - onClipEvent(enterFrame){} what the code for it for the timeline.
1. If I have a 'fish' drawing, and I want to produce bubbles at its mouth, how will I know where its mouth is through Actionscript?
In general, if I have a complex drawing and I want to identify a single part how do I do that using actionscript? This complex object could be an octopus. Then, how do I locate the arm number 3(an octopus has 8 arms?) of the octopus?
2.How do I exit from onClipEvent() when a condition is met? For eg, in VB I have the exit function but there is no EXIT function in flash 5 from which I can exit whenever a condition is met?
why it isn't working, or what I'm doing wrong to fix it. maybe I have the right script, but the wrong location. I'm also on Flash 8, by the way.example. I have the movie clip labeled "characters" on the main timeline. in that movie clip I have one movie clip titled "boy" and another one titled "girl". the "boy" movie clip is lip-synced and talking up a storm with some audio, and somewhere down the line, "girl" movie clip is introduced and is also supposed to speak on the frame I labeled by the same name, "speak". I'm trying to specifically target a certain frame in her movie clip timeline to play, but I just can't get it right.what I do have is:
I've tried placing the script directly on the "girl" movieclip when I want the event to happen, and then also placed the script on its own actionscript layer, but somehow, it just isn't working correctly.like I said, "boy" is chatting up a storm, and let's say something like frame 200 is when I want "girl" to come in with her line, that specific audio frame within her movieclip timeline labeled, "speak". she also has about 6 other speaking cues that I'm trying to call up to coincide with movieclip "boy" while he talks.
I have a Movie Clip on my time line that has an empty movieclip inside it which I whish to load a random external SWF file into. There is to be an unknown number of SWF's to load in and these are to be played one after the other. So when the first random SWF is finished playing the next random SWF is to start playing.
Here is the hierarchy of my file
Code:
|_ Timeline |_ plasmaScreen_mc |_ emptyMovieClip (instance name advert)
So on my empty movie clip I have an onClipEvent which loads in the file path of the External SWF from an XML file and tries to load the extrernal file. Here is my code
Unfortunately because the code for getting data from the XML file is included in the onClipEvent "this" now refers to the XML data and not the movieclip. Can anyone tell me how I can proceed. I need to pass the filename to movieclip.
Simple really. This event handler tells 3 different movie clips to play forwards and backwards depending if the main movie clip has been rolled over. This all works fine... what I can't seem to work out is when the movie clip is clicked I would like this event to stop and become disabled.
I've got this on a movie clip instance and it works great:
[Code]...
What I want to do however, is have "music1" play earlier on in the movie. I have a specific frame that I want it to start playing on. I don't want to wait until this clip loads. I've tried just putting a keyframe on a frame within the main timeline and adding some script but, I can't make it work.