ActionScript 3.0 :: Function Does Not Seem To Activate
Jan 24, 2011
I am trying to make this game but I cant get any further because of the following: (copy pasted the necessary parts, not sure if this is all you need though...
Selected[unitcounter].addEventListener(MouseEvent.CLICK, moveselecter);
function moveselecter(evt:MouseEvent):void{
var Unitcounted:Object = evt.currentTarget
evt.target.addEventListener(MouseEvent.MOUSE_UP, moveTo);
trace("hello")
} function moveTo(evt:MouseEvent):void {
trace("hello2")
}
It does give hello but not hello2 so the event should do its work if u ask me...
I need to activate some lines of code inside a function because that is where the object name has been made.Would a boolean work well? If so how exactly would i implement it? I tried booleans but had no success because i am not experienced with them..
Heres some code: public var myboolean:Boolean = new Boolean(); public function Function_One()
i want to setup this interface so that when you click on this movie clipsomething happens. but whenever i try to click on the movie clip i get nadathis is the location of my movieclip:_root.mc_gallery_content.mc_empty_1the AS that i want to use to be activated by "mc_empty_1" is inside "mc_gallery_content"
thought i could use this code to get "mc_empty_1" to initiallize a function: _root.mc_gallery_content.mc_empty_1.onRelease = function() { //preform function xyz
Im trying to make a image gallery, that then the i get to the left side of the movieclip is moves to the left and when im in the right it does that way
I already made this using tweens... But i want that while im over the left side of the movieclip it keeps doing tweens to the left... same for the otherside ofc
Im not finding a way to keep it always doing the tweens... i have to move mouse so it animates.
I'm loading an MC and then attempting to activate a function onLoadComplete in order to hide the MC. The function is actually reused several times through out the "app" I'm building. I know the onLoadComplete works because I tested it, but the function isn't being activated
Code: var msgMC:MovieClipLoader = new MovieClipLoader(); var msgMCL:Object = new Object(); msgMC.loadClip("message.swf"+"?uniqueID="+getTimer(), msg); msgMC.addListener(msgMCL);
I am trying to activate a rollOver-function when the mouse rolls over a movieclip inside of a movieclip.On the main window (root), first you rollOver a button where a window shows up with more options (movieclips).From stage, my first movieclip is called "catapultas_read_more" which leads to amother movieclip called "pic1_mc". The label that is going to play when mouse over on pic1_mc is "rollOn".I tried this.gotoAndPlay("rollOn); directly inserted to the movieclip, but the movieclip inside pic1_mc never starts
I'm trying to make a couple's dress-up game with lots of characters. I wanted to make it so that when you click a certain character and pair it with a certain character, something special appears or happens. How do i make it so that this 'special' thing only appears when the certain two characters are both chosen.[code]...
I have done up a flash demo which uses the computer mouse to navigate. Now instead of using mouse, I want to use keyboard (arrow up, down, left, right) to highlight buttons and then hit "enter" key to click the button.
Is it possible to de-activate the Enter key so that on a stop() instruction in a frame,pressing the Enter key doesn't generate a move to the next frame
I'll first say that I'm a Flash designer but I'm not really technically inclined which may be why I still haven't figured out how to get around the Microsoft IE 'Activate' double click problem with Flash content.I have a completely Flash site that's designed with Flash MX. All of the fixes seem to be for Flash 8 or for Flash content embedded in an HTML page. I've tried posting questions on several of the Flash sites but no one seems to be getting my question.I publish all of my pages in Flash, then upload the resulting HTML and swf files to my site. I do not write any HTML at any time. I only write actionscript. Is there a purely actionscript solution to the activate problem? Or possibly an external .js fix that can be referenced with an #include "something.js" inside the flash source file?
I know it's something simple but could someone please take a look at the attached file and tell me what I am doing wrong! There is an MC on the rollOver state of my button but it won't play, it starts to play and then stops.
I've uploaded my flash game to the web, when I view the page in any browser I have to click the swf file before I can use the keyboard functions. I can't seem to find a fix.
I have created swf file, with buttons, actionscrip version 8.whet I open my file in internet explorer browser, it works correctly, but when i open it in opera browser, I need to click on my flash animation to activate the controls, buttonsHow can I resolve that problem?
I have a scrollbar that scrolls left or right when the cursor is moved either side of the central x coordinate. I've been trying to change it so the scroll only activates when the cursor is towards the far right hand side (ie x>75%) or towards the far left hand side (x<25%) of the scrollbar, leaving the central 50% of the scrollbar inactive.
Code:
function scrolling() { _root.onEnterFrame = function() { container_mc._x += Math.cos(((mask_mc._xmouse)/mask_mc._width)*Math.PI)*15;
I have a class linked to a library MovieClip. Several public instance variables in the class point to other DisplayObject's which are children of the class.Is Event.ACTIVATE the correct event to indicate that all ofthe children have been instantiated?
I have done up a flash demo which uses the computer mouse to navigate. Now instead of using mouse, I want to use keyboard (arrow up, down, left, right) to highlight buttons and then hit "enter" key to click the button.
I have Adobe Flash CS3 pro, Actionscript 3.0.I've made a SWF and got it to work with a poster frame and everything seems to work fine.Except for one thing:the fullscreen button appears on the player controls at the bottom, but pressing it does not fullscreen the video.Nothing happens.How do I activate fullscreen ?
I know that you just write nextFrame to advance the stage to the next frame BUT I am inside a nested mc - in AS2 you used to write _root so what would I use here. I tried Stage.nextFrame() - didn't work.
I'm into a personal project with the Tween Method:
A menu with 5 buttons inside the movie clip instanced from bt1 to bt5.A main movie clip that extends the stage dimensions.When buttos are released they shall target to the respective Y value and stop.So..
I'd like to activate the 5 buttons for this navigation.. Insted of it, only 3 buttons navigates.. The other buttons i don't know how active them to navigation.
If you have a text box and name it using the extension txt ie: mytextbox_txt, then when typing a dot at the end will activate the Flash drop down menu. I was wondering if they exist what are the respective notations for other Flash components such as check boxdatagridlabel
I have a movie clip that throws out a bunch of little stars. I then have a button (a big star) and I want the movie clip to play when the button is hovered upon. So, basically when you hover over the big star a bunch of little stars float up from behind it. I have attached my fla, and my code for the movie clip is below:
I'm working on a more interactive movie. It basically just has effects over the video that go outside of the FLVPlayback's dimensions to seem more "realistic." It seems very basic, but I am unsure where I would begin. Let me tell you the basics: It's offline, I imported the video from my computer and used the "Load external video with the playback component."My FLVPlayback on the stage is called:
fla_movieTrailer It has cuepoints already in the .FLV video. I have one Event one named "blacksmoke." If the video reaches the cuepoint "blacksmoke" I want it to play the MovieClip named fla_blacksmoke. So how do I have it activate fla_blacksmoke?
Click to Activate and Use this Control. upgrade to Studio 8 has been rendered anemic by the requirements of "more security" by Microsoft and others. Now Flash has an error message and you have to click the little sucker to get it to work. Someone dropped the ball BIG TIME on this one. Surely there is a fix for this for a non-programmer such as myself. I thought I was just stupid until I went on Taco Bell's [URL]..
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].
My main scene in only on 2 frames. On the second layers I have some buttons that activate my movie clips (on the third layer)... These buttons can be pressed 'randomly' and after the muvie clips are played my buttons (one by one) disappear to reveal what on the first layer. Here there's another button, but I want it to be active only after all my movie clips have been played. What kind of ActionScript should I use to tell flash to go to the second frame of my time line (where my button on the first layer is active) only after all the mcs have been played.
My file at the moment is in AS2... This should be a second part of a game. People who arrive at this stage should now which are the right buttons to press. If they press the right one a pop up opens and some buttons disappear to reveal the massage that's behind. When all the right buttons have been pressed I need to play the frame 'end' on my timeline... The attached fla is an example of mine animation the right buttons are the red ones. Attachments: example.swf (14.1 K) example.fla.zip (269.8 K)