I am in the end of my development of a script that parses out large amounts of data from the timeline with AS3. This data is then used for an animation in corona. We have several of animations in the timeline, and we are splitting those by frame labels. That means that all objects are in place and often, there is no use of them and those movieclips is missing keyframes. My script parses out everything, but I just want the data thats has some value.
detect if a current frame in a layer is a keyframe or not? If not, get rid of data that we are not animating.
i'm making a game and to score some extra performance im rendering every frame of every entity into an array of bitmapdata's the first time the frame is seen, and it works well, but its wasting alot of memory because we have alot of animations, and most of them are double framed at least, so more than half of the bitmaps could be ignored if there was a way to determine if a frame is a keyframe or not
When I place some codes in a keyframe, these codes are showing on all the following frames up till the next keyframe with codes. My question is, does Flash execute codes only in the keyframe or it execute whatever is in the frame regardless whether its a keyframe or not?
I am trying to get just a single pose from an armature layer without copying the whole layer. I just want the exact arrangement of symbols from a specific frame of the armature layer alone; in one keyframe; without the armature; into a normal layer. I tried a few things, like breaking apart and copying the individual keyframe (ctrl+click on the frame I want and "copy pose"). I thought about converting an armature layer into a frame-by-frame animation so I can just copy the one frame like I want, but it's apparently not an option. When I tried the break apart option it just breaks down the first frame of the armature layer into one big vector graphic. I've even tried highlighting every frame except the one I want to use and pressing Shift+F5. Nothing I've tried so far works.
This is annoying because if I don't find a solution, I will have to take each separate symbol used in this frame of the armature layer and individually align them all in the exact same position in the normal layer
I want to call a function once per frame between keyframe 1 and keyframe 60, but i don't want to have to create a keyframe on EVERY single frame in between with an action calling the function. is there a simple way like tweening, to make this function execute once on every frame without having to make 60 unique keyframes?
I want to to have 3 x 3 Frame Keyframe animations (very simple) with a title keyframe in between each one. What I am struggling with is that instead of repeating the keyframes lots of times and having a huge project I want to repeat each 2 Keyframe animation 30 times (making it a minute long) before moving onto the text keyframe and then the next 2 keyframe animation to loop 30 times before moving on... I then want the whole thing to loop.
What code do you use in Flash CS3 (ActionScrpit 3.0) to acheive this for each set of keyframes? To keep it simple they are all one one layer.
How do you create a motion tween when I insert keyframe in frame 28 then I click on the object and create motion tween but when i click in 60 to insert keyframe I get opition of position, scale, skew, rotate ect. I just want to insert keyframe. What am I doing wrong?
I need to a keyframe to pause (for say 20 seconds) when the frame is entered (i.e. not a button press, etc). After the 20 seconds is up, i need the timeline to continue playing to the next keyframe. I've searched and searched for setinterval and the like, but i could not find a clear answer.
What I want to have happen is when you mouse down on the button/MC the block_mc will first jump to frame 40 and then it needs to check and stop when the block_mc reaches frame 12. I have attached a simplified version of what I was trying to do
What I want to have happen is when you mouse down on the button/MC the block_mc will first jump to frame 40 and then it needs to check and stop when the block_mc reaches frame 12. I have attached a simplified version of what I was trying to do
I have a simple flash that has 2 layers 2 images. one image is on the first frame and the other image is on the second keyframe. Actionscript starts on 1st keyframe. What I have it doing is loading frame one stop() reads the actionscript checks the date if the date is met it goes and stops on frame 2 and plays other image:
Everytime the flash refreshes it plays frame one then jumps to frame 2 if the date is met. How do I avoid playing frame one if the date is met what it's doing is playing the first image before the date change and a split second after it plays frame 2. (you see a hiccup)
i need the flash to "preload, check the actionscript before it loads if the date is met automataclly go to frame 2 avoiding frame one all together.
actionscript used on frame one:
stop(); var year:Number = 2012; var month:Number = 3; var day:Number = 22;
I am trying to make a game to learn actionscript. my game is going to have multiple keyframes, ie one for dungeon, 1 for a large map yadda yadda yadda. Things like the character i would like to be available to all keyframes. i am assuming i put the character variable and info in the first keyframe and refer to these via _root in any frame. However if i want to make a dungeon and use the dungeon scene variables i would use this.
right now since i am only on the making a dungeon part i can refer to anything using this or _root. Case: my dungeon scene consists of walls and paths. right now i can do something like if(_root["path" + yPos + xPos]) _root["path" + yPos + xPos].removeMovieClip;
i can also call the same code using this instead of _root and it works. when i add a main new main frame and move the dungeon scene from frame 1 to frame 10, will i still be able to inter use _root and this and have the same effect, or once i move the dungeon scene from frame 1 to frame 10 i will no longer be able to use _root. also i only have 1 layer.
In Flash Actionscript 3, if a function is defined in Frame 1 of a flash animation and the animation loops, does it store another version of the function in memory upon each loop.
[Code]...
If so, is it a best practice to check to see if it's the first time the frame has been run, by setting a variable and checking it's existence, or is it a non-issue because the compiler checks to make sure that a function has not already been defined?
i am creating a game now this is complex but i have been told by my fellow actioncript co worker that its doable, What it is i have a game "Reaction Tester" and It is inside a car going along the road so its psudeo 3d and i have the "walls" and road sorted now i want a movie clip in the road to throw out random objects From a Movie clip, now i will call them from frame names, say..
frame 1-10 is a tween with a box coming down and then frame 11-20 is a cat and frame 21-30 is a hole in the road Etc i want it to call a random frame to frame, to play
I used the liquid Flash layout file from this site , but i got one problem.I placed the script in a layer called actionscript and on frame 1, under it there is a other layer called background. I placed in just a square with a gradient color and made it a movieclip. I also placed this on frame 1. Everything is working perfect from this point but when i want to place a keyframe on frame 10 in the background layer and make a motion tween so that the background fades in from 0 opacity to 100, it doesn't work.
I have 2 keyframes on my timeline.The first keyframe has an input text field (instance name: inputTxt) and a button (instance name: btnTester).When the user clicks the button it takes them to the second keyframe where their text should be displayed in a dynamic text box (instance name: txtBox).I get a null value in keyframe 2.
I am currently using Flash CS4. Trying to do a very simple redirect via a password. What I want to do is whatever password they enter (variable defined as code) I want it to direct them to the keyframe. The below works if they enter hi (sometimes it seems to work sometimes not). The password "no" does not seem to work. I have attached simple fla based on the logic I am using.
I've been manually creating a slideshow with flash (I like my final product better than the auto-approaches), and have reached a sort of odd situation.When trying to insert a new keyfram at fram 1675 of my animation, instead of a new keyframe, I'm getting my last keyframe's run (from 1650) extended to here.Is there a per-layer keyframe limit?And is there an FAQ that would cover this (fairly obvious seeming) question, rather than posting?
Can I load a swf to a specific keyframe on browser refresh or if sent to another page on the site?Each page will have the same .swf header and I'd like to highlight or animate the header based on the new html page selected.
I'm working with Flash CS5 and a Wacom Intuos3 tablet. In my first time working with CS5, I set up my hotkeys on the tablet to what I normally have when I'm doing frame-by-frame animation in Flash. I have one button set to F6, which used to add a keyframe wherever my playhead was on the timeline. What I prefer to do is scrub to where I want the next frame using my scroll/strip and just hit the F6 button where I want a new keyframe. But in CS5, what's happening is it's not adding any keyframes at all, but instead moving my playhead back to the last keyframe I edited. What's going on? I can't even scroll to where I want and add a keyframe without physically clicking the frame itself and THEN pressing F6.
I am making a simple project ,a so called "quizz" .SO as every questions has wrong and true answers buttons I am wondering how do I go to the previous keyframe.Let me be more clear. I have this "screen" with a button that appears only when you click the "wrong answer" on a question,the screen has a button that will lead you to the menu to start a new game,but I realized that would be very ANNOYING ,because if we are at question 30 [we pretend] it would be very frustrating to start all over again.So I am wondering what code do I need to write to the Screen with the "start over" button that leads to menu to make it lead me to the question I Answered wrong. I want to say that I tried something like "on (release) { gotoAndPlay ("previous") ;} but didn`t work To be even more clear I will show you on this picture.
I'm using a handy-dandy script that allows me to scroll a masked movie clip with ease. I ran into an issue, however, when I wanted to scroll two different movie clip instances � each with their own separate scroll bar � in the same keyframe. I tried giving unique names to all of the elements in the second instance, but it hasn't worked. A non-functioning example of what I'm trying to accomplish is attached. [URL]
Is it possible to export each individual keyframe to individual swf?I have lets say 100 keyframes on main timeline. Can i export them in to own swf-s so i get 100 swfs?
I am making a comic in Flash CS4 using AS2 and I'm trying to figure out how to add a quick crossfade from one keyframe to the next. When the user presses the "next" button, I want the current image to fade down and the next image to fade up. The images are arranged so the heads and text are positioned to the left and right, so as one head fades up the other would fade down, see picture below. It's a conversation.
I understand how to do it if the scene plays automatically, but I want it to stop on each keyframe so the user can take their own time to read the text. I'm just starting out and used another tutorial to come up with the AS that is controlling it now. That AS was written when all the keyframes were in a row next to each other. Now I've adding some blank frames between them to create space for the Tweens, but I don't know how to modify the AS so it steps from keyframe to keyframe. It's still stepping though one frame at a time.
What I want is a background sound. I want, when I rollover the picture, the backgroundsound starts playing and when you roll out, the sounds fades. Not that the sound just stops playing, but that it really fades. I don't know how to do it because it should be dynamic, I only know how to link a fade out to a keyframe. But that isn't the case here because someone can hold it's mouse for example 2 seconds on the picture or half a minute or 26 seconds. In all of these cases I want the music to fade out when they roll out of the picture (the picture is a movieclip ( achter_mc)).
This probably has an easy answer, but I seem to be unable to find it myself.On frame 1 in the Timeline (in CS4), I have this actionscript:
var clickAreaLink1:URLRequest = new URLRequest("http://www.example.com/?=1"); btn_clickArea1.addEventListener(MouseEvent.CLICK, clickArea_click1); function clickArea_click1(event:MouseEvent):void { navigateToURL(clickAreaLink1,"_blank"); }
On a different keyframe, I have my button labled "btn_clickArea1." When I run the movie I get the error "Cannot access a property or method of a null object reference."My guess is because the button is on a different keyframe than the actionscript. However, I have four buttons that will need to be constantly updated, so I want the actionscript all in one place to easily update them. Is there a good way to get this to work?
More specifically, I'm just converting a video into FLV using the Adobe Media Encoder. I'm primarily a web designer, not a video guy, I've always just used the built in Insert FLV function in Dreamweaver to put Flash Video in. However, when autoplay is off I need to know how to control what frame shows up on the front of the video before it starts playing.