ActionScript 3.0 :: Button That Plays From One Frame To Another And Stops
Jul 28, 2009
I'm working on a flash content slider thing (i.e. it shows a message and then transitions to the next, and there are buttons at the bottom to navigate to each message). Now I want it to actually stop playing when you navigate to a specific message, instead of continuing to play from there. The problem is there's a fade transition, so I essentially need it to go to the first frame in the transition and play (what it does now), but then STOP once the transition is complete. I don't know how to do this without adding a global stop() to that specific frame, and I don't want to do that because I want it to, by default, rotate from one message to the other.
I want my movie to loop. Would prefer an If/Else loop so that the movie plays a certain number of times then plays the opening of a screen then stops. This is a simple 4 screen ad I am doing for a school project. Can't get it to work. I tried containing my code in the proper loop syntax, didn't work. Then wrapping the loop in a function and calling that with a timer event, didn't work. My final solution was to call my whole movie in a timer event set to play once. Then calling the entire movie again in a second timer event set to play 20 times and set to start at an interval when the first movie ended. This did work but each time the movie plays thru function calls drop off making the movie degrade.
I have 5 different buttons for the navigation on my flash website.The first page is on frame one.When you click on any of the 5 buttons I want it to play frames 10 - 15 before moving to which ever frame the button 1-5 corresponds to. So:
Click on button 1 > plays frames 10 - 15 > Goes to frame 20 Click on button 2 > plays frames 10 - 15 > Goes to frame 30 Click on button 3 > plays frames 10 - 15 > Goes to frame 40 etc
I'm trying to create a button that plays random frames, and not repeat the frame. Like, if Frame 3 was shown, it won't be shown again. I'm kinda new to Action Scripting.
I have an MC "homeBtn" that I'm using as an animated button. The "homeBtn" is made of 2 mirroring MC's named "topMC" and "bottomMC" since they mirror and function the same I will be addressing only the "topMC" Inside "topMC" is the animation named "liquidMC" These are all MC properties. Below is the AS3 Code. Works well but when the mouse scrolls out the animation is stuck ie stops animating and not going back to frame 1
I have made an animation in Flash, that would be ported to the iPhone/iPad; I want the animation to play when you rotate your finger on the screen and to stop immediately when the finger is lifted (Without starting the animation over), When the user would continue rotating their finger, the animation would continue to play.
i have a soung loop that i want to "loop" in my movie. this is my script: mySound = new Sound(); mySound.loadSound("loops/music.mp3",true); the problem is that it only plays once (5 seconds long) and then stops, how do i get it to loop? - short of placing it on the timeline.
I want to make a sliding gallery that plays a certain amount of frames and stops. I have this script
[Code]....
Instead of play() i have tried putting a counter in like counter 8 but it does not work. The idea is that if i click the contact button but im on the home page its scrolls over all other pages and stops on the home page.
I have a opening movieclip that starts playing for my background and then I have two buttons that come up on moues over event, that if clicked on start one of my two longer Movie Clips that I have as progressive download through a flvplayer on Key frame 2 & 3. I have all that working but I want it to go back to the start or keyframe 1 when the clip is done playing so I can use the same opening menu to click on the second movie clip can some one give me any tips on how to get to go back to the start when the movie is done.
I hope I explain this well. But in my game I have 3 keyframes for my bullet Movieclip. 1 to display its normal state. 2 to show it Blown Up, and 3 to remove it from the stage. A total of 3 frames. When the bullet hits an object, I go to and play the 2nd frame. then when frame 3 hits, I remove it. Here is my code
I need an example of how to have a swf file (empty swf, just has code in it) that plays frame 1 of another swf, And once that swf has played for its duration I would like to click on a button, to open another swf and remove the previous one.
I have many buttons (symbols). This is what I want it to do: -Select a button on the screen, and then a movieclip plays. - If the user selects any OTHER button on screen, a message box displays a message.
Using Actionscript 3 Have a button called "breckenridge". I also have a scene called "breckenridge". On a keyframe is the following code.
[Code]....
When I test the movie and I press the "breckenridge" button it takes me to the "breckenridge" scene and stops on the the first frame. Then I get the following error message
[Code]..
my main timeline, what I am assuming is my first scene called "aspen", stops at frame 300. What gives? Okay, I know everyone hates scenes because it causes navigation problems. However I have this .fla split into sections and I intend to add more stuff to each section in the future. The easiest way I can think to organize these sections with out having a hodge podge of added stuff jumbled on one time line is to break it into scenes.
i have a home button and a services button when i click the home button OR the services button first they work fine and play the transitions there linked with. when i click back on either one of those two buttons a second time they require a double click on the button for flash to comprehend and play the transition which is labelled "clicked" it works on the second click BUT on the first click "on returning to the home button the second time" it stops at the first frame of the transition instead of playing it.
Ok- so the idea is that when you click a button it plays the movies assigned to the variables gallery & button to the frames mentioned. Then the variables are changed and then when another buttons is clicked it does the same - 'except it doesn't - it does it once then sits there I have to use variables because there's a lot more buttons..but i don't understand why it doesn't work - it seems such a simple and obvious thing to try and do - why is it so HARD???
I'm having a problem, apparently not very hard to solve, but... I'm creating a file with some animations and a few stops on the timeline; on each stop I want to load a swf... The idea is to make the main timeline "wait" for the swf to stop when it arrives to the las frame and then, make it to unload and continue playing until the next stop...This is an application to work local (not on the web).So, I want the swf to unload without any click; just by itself.
I'm developing a simple application at the same time as I am studying some things in actionscript and I've got the following code:
ActionScript Code: if (Key.isDown(Key.LEFT)) { x -= speed; this.gotoAndStop(2); _xscale = -scale; } if (Key.isDown(Key.RIGHT)) { [Code] .....
I've got an object, and every time I press one of those keys those actions happen. My problem is that, when I press SHIFT, the object appears in that way (frame 3), but It doesn't play that animation it just stops in the first frame. How can I say "if you press SHIFT at the same time as RIGHT or LEFT, gotoAndStop(3); and the object that is in frame 3 only plays if either RIGHT or LEFT is down too"?
I would like to be able to spin a wheel in flash, this wheel has 8 sections to it split up equally, it spins for a random amount of time, 3 - 7 seconds and then stops. the section which lands on the marker is the result and will take you to a specific frame. Also i would like it when it stops to gradually slow down however this is not vital.this code works for just rotating a wheel but i want to know how to randomly stop it and how to take it to another frame.
A friend of mine wants to have some navigation-based mc links in frame 1, then nav to a certain frame, and then have a "back" button. When the nav mc links are clicked, the timeline skips to a given frame label. Pretty simple.
Most of the links have the same nav mc in them, so when I nav to them, I can also access any of the other frames via something like:
linkg.Contact_btn.addEventListener(MouseEvent.CLICK,Contact_btn_clicked); function Contact_btn_clicked(e:MouseEvent):void{ gotoAndStop("ContactPage"); }
The code above is in the first frame, and it is on it's own layer which spans the entirety of the frames in the project, so I would think that these function definitions would persist. But, when I go to a specific link, which does not have the nav mc in it, and then hit that particular frame's "back" button, all of my function definitions are gone, even though the nav mc links are now present, and as I mentioned the listeners should be active.