ActionScript 3.0 :: Editting A Lot Of Frames In Flash?
Jul 30, 2010
So I have to write a function.... about 10,000 times into every frame with code.I can't do this with CTRL+F because a lot of the frames are different, and I need to have this function in at the bottom of each frame.
Im trying to get rid of the track that is used in scroll panel. It seems that I have no way to remove it.I tried checking visible to false,alpha=0,and color to white. It wont affect the skin track at all in the scroll panel.
i'm currently having a small problem with some Actionscript 2.0 in CS3.I'm following a tutorial to make a simple maze like game URL...I'm currently at step 5 where it's coding the movement and wall detection.. The problem is the tutorial wants me to apply the code directly to the maze/wall movieclip. However as this is for a college project my lecturer will not accept actionscript directly applied to buttons or movieclips.. He basically wants all the script on a seperate actionscript layer. So basically what i'm asking is how and what part of the code do i need to change so it'll still work even though it's on a different layer from the object![code]
i'm currently having a small problem with some Actionscript 2.0 in CS3. I'm following a tutorial to make a simple maze like game Tutorial here: [URL] I'm currently at step 5 where it's coding the movement and wall detection.. The problem is the tutorial wants me to apply the code directly to the maze/wall movieclip. However as this is for a college project my lecturer will not accept actionscript directly applied to buttons or movieclips.. He basically wants all the script on a seperate actionscript layer. So basically what i'm asking is how and what part of the code do i need to change so it'll still work even though it's on a different layer!
I want to create a preloader that plays a certain amount of frames as it loads the rest of the frames. So, I have labels on the frames basically and need a preloader to play the "loading" frames as it is loading the "content" frames. Does that make sense? I have no idea how to even start this one... p.s. I am using AS 2.0, but if it can be done in 3.0 easier, I can switch over its no biggie
there seems to be no accepted method of playing multiple flv using buttons. My latest attempt has me putting multiple instances of the flvPlayback component in different frames and using buttons to navigate to those frames. It works but nothing anyone has posted anywhere will result in removing the flv when you go to a different frame and instance. This was simple in AS2. Load movie to a traget and each time you load a new movie the other one goes away. REALLY goes away.
basically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.
I have a function that counts days and some other variables and displays the values via dynamic text.
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I have to place the incrementCount(): function every 12 frames so that it increments the values. Seems like it would be easier to simply modify the script to count "every 12 frames" but I can't find anything that tells me how to "count frames" in flash. Seems to be this is probably basic but I've searched unsuccessfully....so how do you do this. How do I get my script to work so it's frame based so I don't have to put incrementCount() every 12 frames?
Is it possible to have an movieclip of about 50 frames and navigate between these 50 frames? As if u put a marker on frame 10 and one at frame 30 and if u use a button it plays to frame 10 and stops and use another button to go from frame 10 to frame 30 and stop... and reverse if u use the earlier button.
I want to preload all of the voiceover swf files before a lesson starts so that they are instantly available when each frame / page that incorporates a voiceover is first visited.
In my first frame I have a triangle, second is a square, third is a rectagle and fourth is a circle.I have created the 4 frames as stated! I want to set up an array so lets say (circle,triangle,circle,square,triangle,rectangle) I then want the movie to play like that with a second or two in between each frame?**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 2: Statement must appear within on/onClipEvent handlervar active = 1;
Error Scene=Scene 1, layer=Layer 1, frame=1:Line 3: Statement must appear within on/onClipEvent handler var timer = setInterval(gotoNext, 1000);
I have a flash movie. There is a timeline and a frame with some code.The problem is that Flash skips this frame with code sometimes. It does this absolutely randomly. It can loop 100 times and skip it on 101st. It can skip it on 3rd run.I'm using AS3, always put all the code in separate file. But what should one do if he needs to put EventDispatcher into one of the frames, for example? There is no guaranty that the code will be run.
I'm trying to make a flash swf with two frames. On the first frame is an flv with buttons such as play and a seek bar. On the second frame there is no video and just some other information. I am trying to make it so when you press a button on the first frame the video is paused and you get taken to the second frame, then if you click a button on the second frame you can go back to the first frame and continue the video from where it was paused.
Unfortunately I can't seem to do this, the video seems to pause ok, but it plays from 0 again after you click back from the second frame. I can't get it to stay paused when navigating to a different frame. The only way I could get it to pause was by having the layer with the video on extending along to the second frame(without making it into a new keyframe, so it's one long keyframe lasting 2 frames) but the problem with that is the triangle on the seekbar is still visible on the second page, even though the second page's background is above the seekbar's layer and everything else from the first page is hidden.
how frames work in Flash. I'm new to ActionScript, so I don't know the inner workings of the language. I tried checking the API but no Frame class is listed. The closest thing was FrameLabel and that wasn't helpful. I need to know a few things:
1) How can I tell what frame I am in? If there is a class method for this, what is the exact name?
2) How does a frame advance? I have some code with no timer, only event listeners/handlers, and I've got a hacked animation working without playing clips on the time line. The displayed pictures change whenever I press a directional button to move the character. This is not really what I want to do however, because I'm switching the visibility of many different symbols and updating their position according to the original player symbol. Very inefficient. And does that mean that the frame only advances when a button is pressed? Am I even advancing the frame at all? I don't know any frame advance method.
3) How do frames work on the time line? I have all of my symbols on a single frame. I made their visibility false in my constructor because I don't want some things to show when I first load up the .swf file. When I created a second frame, everything went crazy and things began to show up. This suggests that the visibility = false was only done in the first frame? What caused the frame to change? I don't really get it.
Ideally I want to achieve a dynamically modifiable animation because the game actions are not going to be linear. The player character will be responding to controls (which will change the animation) and the AI will be responding to the player (which will also change the animation). I don't think I can do this without understanding frames, so please help me. I'm very confused! Even pointing me in the right direction as to where I can read about frame details would be cool. I've tried Adobe tutorials, support, and documentation but it was not sufficient.
I've been having a problem with an interactive Flash CS5 project: when I navigate between frames using gotoAndStop(1); the program experiences the following error: Error #1009: Cannot access a property or method of a null object reference. I think this is because the first frame that the function goes to has none of the objects that have event listeners in frame 2. All I'm hoping to do is go back to the first frame. Would it be best to put everything on one frame and work from there? That seems unneccessarily complicated.
Is there a library or cli program which is capable of dropping/extracting frames from a SWF movie? Let's say I have a SWF movieclip with 451 frames, of which I will like to make a new movie clip out of with only the first 450 frames. No wrappers or containers though.
im planning to create a movie file that might have over 16,000 frames?i know this sounds silly but,i have already created 14 scenes which is just over 15,500.i have created the 15th scene but it stopped playing because i know maximum number of frame we can have is 16,000. is there any way around this problem? its a huge presentation im doin and there is loads of stuff going in it.
How can I use displayObjects as animation frames?I have six symbols in my library I want to animate with a timer. The advantage would be the ability to change the speed of the animations, and the elimination of the messy timeline.
The only drawback is the initial setup of the objects in the library. I've tried switch/case design patterns, visible=true, and z-depth, but I can't get it to work properly. Any answers?
//setup code var timer:Timer = new Timer(100, 20); timer.addEventListener(TimerEvent.TIMER, countdown); function countdown(event:TimerEvent) {
I have a case where I can change the contents of an actionscript class which fills the dynamic text fields in a flash movie. The class function is called from the first frame in the movie and fills all visible fields. I need to fill a dynamic text field in the n-th frame (say 100, or so) but when I call tagline2.htmlText = "hello there";
From the class, I get the following error: TypeError: Error #1009: Kan geen eigenschap of methode benaderen via een verwijzing naar een object dat null is. Which means as much as Can't reference an attribute or method of an object that's null How I can get text into Dynamic Textfields in later frames then the function call?
I'm creating a flash game which uses time intervals with setInterval and sometimes does heavy calculations. The problem is that on slower machines these calculations can't keep up with the framerate and the movie slows down BUT the timers are unaffected what makes them asynchronous to the movie. Looking back, it was a bad idea to use timers but I can't change it back now. So...is there a way to skip drawing frames?
I have a question regarding createEmptyMovieClip in AS2. I have a flash file separated out into sections with labels and menu buttons which allow you to move you to the relevant frame/section (which contains the information/contents relevant to that section). This works fine. What I can't work out is that if I manually put a movieclip on the stage in my 'about section' and then add contents to it via AS2 then it only exists within the about us section. If I do it using createEmptyMovieClip within the actions for the about frame this works fine but it then always exists on every other frame of the project. I assume this is because it isn't actually creating it within this frame but I can't work out how to make it do this, even when i use this.createEmptyMovieClip it has exactly the same effect. I can obviously remove the movieclip completely each time a user moves to another frame that doesn't contain it but I don't want to do this as it contains a youtube video and leaving it means it doesn't have to be reloaded each time they come back.
I would be massively grateful if anyone could shed any light on this for me as I know i'm not getting how to place it correctly but i'm not sure how I should be doing it?
I am having a problem with AS 3.0.When you click on a door. You'll move to the next frame.In the next frame i tried the same. But its not working.[code]
(Flash Professional, AS3) I'm working on a custom avatar system where you can select various festures and colors. For example, I have a "hair" movieclip that has 10 hairstyles. Each frame has a movieclip of a different hairstyle (HairStyle1, HairStyle2, etc.). I also have a colorPicker to change the color. Here's my code:
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This correctly changes the initial color. I have a "nextHair" button to advance mc_myAvatar.hair to the next frame. When I click the button, I get an error message saying that I have a null object reference. I added a trace, and mc_myAvatar.hair.colorLayer is null on frame 2. I've clearly named HairStyle2 as "colorLayer" in frame 2. I think the problem is related to me using the same name for different classes/movieclips, but I don't know how to fix the problem...
I added a square movieclip below my hairStyle movieclips, named the square "colorLevel", and deleted the name from my hairStyle clips. When I click the next button, the square correctly maintains the color from frame to frame. However, having a square doesn't do me much good. I tried converting the hairStyle layer to a mask. Doing this, however, results in yet another "null object" error - mc_myAvatar.hair.colorLayer is null after frame 1. I even tried "spanning" my colorLevel across all frames (no keyframes), thinking that this would give me just one movieclip to work with. What's going on, here? Why am I getting these null objects, when they are clearly defined in my movieclip? I'm also open to suggestions on a better way to do multiple frames and colors.
I made a game with Adobe CS3 and posted it on the internet, and some users (very few, but some) have reported that the game doesn't work, it just runs through every frame without regards to stop() or anything else..
It's at 50fps, which might matter, and it's located at [URL] if you may need to take a look at it.
I just need to know if this is something that I can fix on my end, or if these people may need to update their flash player or what else it might be?
I'm trhing to do some animated times tables practice (per a link to youtube making math real chapter 14 part 1 if you're terminally bored)
so we will see almost the same thing a few times... and I'm stuck at copy and paste. HOw to say 6 12 18 24 etc. two times in a row (then taking out one of 'em each time)?
i have on a close button code which says gotoAndPlay this frame (the onrelease effect) etc...anyway at the end of this effect i have a stop aswell as _root.gotoAndStop("home"); the home that appears there and what your looking at, at the end of the effect is the same thing...so why am i getting this jumping or flash? before it goes back to normal?
I have imported a few animated GIF's in flash. Each has a whole lot of frames. I am running the FPS at 35, and it obviously means that the GIF frames will speed up/slow down depending on how fast the FPS is. That is great, but is there a nice little trick to spread the frames out, without having to edit the MC and highlight a bunch of frames, and spread them out? I also attached a screenshot of me highlighting all the frames, preparing to move them over by one to spread out the frames. The first few frames are spread out already as you can see