ActionScript 3.0 :: Can't Play SWF On Timeline After Import
Sep 12, 2011
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My only issue now is that although the SWF plays when I test the movie, it doesn't play directly on the stage when I press the timeline's Play button. Is there a way I can get the SWF to play using the Play button? I'd prefer to see the SWF so I can add overlays.
I have a bunch of MovieClip Symbols in Library. They all need to import the same classes for timeline code. I don't want to add the import statements to every MovieClip's timeline.
I`m using flash cs3 for my works , but i have one problem!when i use File=> Import=> Import to Library... or Import to Stage...the flash environment becomes terminated.I changed my flash version to CS4 and I have this problem again.
In flash action script 2.0 can i import and play more than one .swf file.For example, Already i created two .swf file, now i wanna import that .swf file to flash It's possible to import and play?
I need to have a swf load at the beginning, but I don't want to play about the last 3 seconds of the video.
basically have my swf play for "x" seconds?
Heres what I Have so far.. Currently it is set up to play the swf, but subtract "x" seconds from it but for some reason it doesn't seem to work[code]...
I have imported a flv video in to a flash8 page and want to get the video to stop on load?when importing the video there are no option other that to included the skinning play/stop/pause etc buttons but no option to stop the video on load!
I have 2 flash files, one with an intro and the second that just has a document class file that plays out a snake game. How could i import that document flash file and make it play out on like frame 100 off my other flash file.
[URL]about 30 seconds into this flash, there is an FLV of a computer screen. The problem is, when I pause the swf, the flv keeps going. How do I get around this?1. Is it possible to convert the flv to swf?OR2. Is it possible to control the flv from the main timeline?
I'm working with AS3 and I have two questions. First, to save on having to re-do work, is there a way to simply play the timeline in reverse IE from frame 210 - 200? I've got a page set up to slide in from the right when clicked on, and if you click on the back button, I want the page to slide out to the right again. Figured the easiest way to do this would be to simply reverse the timeline. Just don't know if that's possible in flash.
Secondly I've got it set up in the timeline for a FLVPlayback component to slide in to the center of the stage from the right when its page is clicked on and though this works in the timeline, when I test the movie, it doesn't slide in and if I expand the preview to full screen, the flv and its controls are still on the right side of the stage. how to get the movie to slide in properly?
I have limited Flash experience in CS 3 and 4 but I got CS 5 and built an animated movie symbol and I tried everything I could think of but it would not play in the main timeline.To sum it up the animations and tweens work in the symbol but they do not appear in the main timeline.
I have a timeline with 100 frames. It is basically one long animation. I have keyframes on frames 1, 25, 50, and 75.I have 4 different buttons. If the user clicks one, it will go to a specific keyframe. For example, if somebody is on the frame 50 keyframe, and they click on the button that sends them to the keyframe on frame 25, instead of just jumping to frame 25, the animations plays from 50 all they way to the end of the timeline, starts over and stops at 25. ( The animation is a spinning wheel that always spins the same direction if that helps visualize)
They could click on any button, from wherever they are, and the animation will play to the specific keyframe.So, basically a script that says, "play until the playhead reaches a certain frame (or label) then stop. I obviously cannot use a simple 'play', and have a 'stop' at the frame I want, because where the animation needs to stop will always be different.
I remember in an older version of flash you could put a gotoAndPlay statement in the last frame of a sequence telling it to go back to the first frame in a sequence, but as I understand it you are not supposed to put script into frames anymore. So is there a way to tell a movie clip to play and repeat just part of its timeline (say a walking sequence) and then have it change to a different sequence later (such as jumping)?ed.
Short description what I wan'a do: 30 frame long movie clip (my_mc) and a button (button_btn). When button rollOvers the clip should play (how to do that I know ) and when on button RollOut the clip should play backwards from the same frame where it stopped.
(1) I would like to be able to "grab" the current frame (as an integer) that the timeline is currently playing as the SWF plays and use it as a variable:Number. Is this possible? Alternately, it could be how many (milli)seconds the swf is into at a given point during playback. Is this possible? I'm trying to create a scrubbable SWF based on current frame that playhead is on relative to frame(1) and frame(last).
(2) Is it possible to have a timeline play in reverse? Example: swf plays until frame 25 where it is told to stop();, then depending on a condition, it either play();'s on to the next stop(); action or playReverse();'s (I know that this doesn't exist) back to the beginning of the SWF at the document's frame rate.
Okay, so I've got a happy little movie that shows an atom diagram. Every seven frames shows an electron popping up in the ring around the nucleus. This is all contained in a movie clip. I want a button that when pressed, tells the movie clip with the atom to advance the seven frames ( making an electron pop up ) and then stop. The same button if pressed again, will advance the movie clip an additional seven frames ( thus adding another electron ).
I've looked around quite a bit but haven't found a solution that will work for me. Also, I am working in AS2. (if you're feeling especially helpful, do you also know how to do the same but in reverse? I've found how to play movie clips in reverse, but not for a certain frame interval.)
How to make one swf make another swf play on the timeline, both swf on the same page. I need it so when I rollover the first swf it begins to play the timeline but as soon as I roll over that swf, it causes another swf on the webpage to play its timeline as well.
I am having trouble with editing my flash template in flash cs4. When I try to play the fla file in the timeline it does not play everything in each layer. I have made no changes to the exisiting files in the template at all but there is only a partial background and some text playing.I have tried two other fla files from templates and they are the same.
I need to have the ability to spin or rotate an object such as a globe. I have 2 rollover mc's that spin the globe but I am having trouble getting it to loop on the backwards spin. Right now I have it acivating the mc to play fowarding in its timeline then loop but what is the best way to get it to go in reverse. My .fla can be found here [URL].
I've created a movie clip with an animation on it's own timeline 30 frames long. When I press 'Enter' while inside the movieclip the animation plays ok.On the main timeline, I have one layer 30 frames long with the movieclip symbol placed on frame one. If I press 'Enter' the main timeline play head moves to frame 30 but the movieclip animation does not play on the stage. If I press 'Ctrl + Enter' or publish to swf then the animation plays ok but I can't setup the stage how I want it without the animation playing on the stage. Do I need to just change a viewing setting (tick box in preferences) or is this related to AS3 or new CS4 inner workings?
Normally I have a 'MouseEvent.CLICK' on a movieclip handle this but I want use the keyboard instead of the mouse this time. I haven't used the keyboard for button actions since AS2, any tips on how I can do this in AS3?
I have a series of sections in the timeline and I'd like to use gotoandplay. How do I begin playback of another section of the timeline. Is there a way to detect the end of gotoandplay? For example: 3 objects and 6 frames. Each object has a animate in frame and an opposite animate out frame. At each frame the user can pick any of the three objects but if an object is already animated in then is must first play it's 2nd animate out frame. I need to detect the end of an animate out sequence to begin the first frame of the selected object.