ActionScript 3.0 :: Loading SWF Giving Instance Name As TimeLine?
Jan 21, 2009
I'm Loading swf into a movieclip name main_mc. After successfully loading it into main_mc. I had written a function to get all children present in that movieclip(main_mc). It is getting Children present in that, but every time it give [Object MainTimeLine] as instance3 or sometime instance10. How can i control instance name of maintimeline as it is randomly getting its name.... I'm attaching code use in getting child and loading it...
quote:
Clip=new Loader();
var urlRequest:URLRequest=new URLRequest("test.swf");
Clip.contentLoaderInfo.addEventListener(Event.COMPLETE,LoadingDone);
Clip.load(urlRequest);
Ive been using adobe flash cs4 for a while now and have had little trouble giving things instance names. Now though, whenever I double click on something like i normally do to give it an instance name, the blue box no longer comes around it, I click on properties, and change the instance name. I now get a dashed line along the lines of the picture. And when I go to properties, it just says shape, and I cant edit the instance name. Just position and size, then the fill and stroke. What is going on?
I am making a game where I reference "Player_mc" quite a lot. I have a bunch of full characters (movieclips) in the library that work as the player when put on the stage and referenced as "Player_mc". I need a code that can reference those characters (movieclips) in the library, and move them onto the stage and name them "Player_mc". Also I need a way of removing an existing "Player_mc" so that another character can be referenced and brought onto the stage as "Player_mc". Here is what I have: if (this.P1Character==(Whatever that character's number is)){
I have a folder full of SWF files. Each SWF is its own animation. I have several people submitting their animations for this project. I would like to embed all these SWF's into my project and use .play() .stop() and other movieclip related commands on them as a whole. By this I mean, the artist sends me the SWF, my AS3 script embeds it, then I can access it with say animation_1.stop(); without the artist ever having to enter a instance name, or export for ActionScript name.
I plan to create a shell script which will take all the swf's in a folder and create a AS3 file with all the embed statements. The instance name that will be given to each one by the shell script will be the file name. Is this possible to embed a SWF and access it without giving any movie clips instance names or exporting for Actionscript? UPDATE: @annonymously answer below helped a lot. Here are some other resources that helped me: Great Resource - [URL]
I have a timer to try and have my main timeline frame change every X amount of time. I just would like to cycle the frames as if they were an image slideshow or something. It works almost works by this I mean It will cycle frames 1-4 but then it wont go back to 1 with this code. It will go to frame 2 after frame 4 then the timing and randomness get even worse.[code]
I am busy with a big project, for a brief outline, its an induction program kind of like a media rich slideshow done in flash (AS3). It consists of 10 chapters / modules, each module is a SWF with its own class file. Each module loads external and embedded videos and also mp3 sound voice overs at run time.
Each module loads and works fine by itself, but now the problem comes in where I am trying to create a main container swf to load and unload each of the other 10 module swfs, sequentially (ie first load module 1 swf, then when module 1 swf is finished, unload it and load module 2 swf etc)
I have researched for days and realize that when loading external swfs that have their own class files, problems arise because the external swf makes references to stage but it does not have access to the stage yet and I need to use something like this.addEventListener(Event.ADDED_TO_STAGE, whateverFunction) in the constructor of the external file, and "... the loaded content must be on the Display List BEFORE any code in it referencing 'stage' is executed. " as quoted from Barbara Kaskosz's experiment on flashandmath.com. (I cant post links as I am under the 50 post restriction).
After trying for days with this and other guides I found, I still have not been able to successfully apply it to my projects files. If anyone would be willing to take the time for me to send them some sample files maybe my container FLA and two of the smallest modules and have a look at what I've done
My deadline is approaching fast and failing this deployment phase of combining all the swfs into one executable is like tripping at the finish line.
I am posting a link to my simplified and cut down files (for testing purposes) in hopes that someone may assist me. I also want an event to fire on the last frame of each of the modules, and for the main.swf to listen for it so it can unload the current module and load the next module.
dispatchEvent(new Event("loadNextModule", true)); //I think this should go on the last frame of the last slide of each module, //then in main.as add a listener addEventListener("loadNextModule", nextModule);
But would this listen for the event firing in an external swf?
I have deleted a lot of content in the modules to help with testing purposes, and simplified and made them only 3 slides each.
TL;DR : I have a container swf with a single movieclip that will contain external swfs that will load one at a time. Each swf works fine by itself, but I get errors when compiling the container swf because (I assume via research) the container swf AND EACH external swf has its OWN class file. In summary, I need the main swf to start by loading module1.swf, then when the user reaches the last slide of module 1, main.swf needs to unload module1.swf completely and then load module2.swf. You can traverse slides by pressing the 'right' and 'left' keys on the keyboard.
This is the error I am getting when compiling main.fla :
TypeError: Error #2007: Parameter child must be non-null. at flash.display: DisplayObjectContainer/addChild() at main/loadFirstModule() at main()
I am attaching what code files I can given the restrictions, if you still require the two external .fla files
i am still on the same big project, if anyone read the post - but for a brief outline, its an induction program kind of like a media rich slideshow done in flash (AS3). It consists of 10 chapters / modules, each module is a SWF with its own class file. Each module loads external and embedded videos and also mp3 sound voice overs at run time.
Each module loads and works fine by itself, but now the problem comes in where I am trying to create a main container swf to load and unload each of the other 10 module swfs, sequentially (ie first load module 1 swf, then when module 1 swf is finished, unload it and load module 2 swf etc)
I have researched for days and realize that when loading external swfs that have their own class files, problems arise because the external swf makes references to stage but it does not have access to the stage yet and I need to use something like this.addEventListener(Event.ADDED_TO_STAGE, whateverFunction) in the constructor of the external file, and "... the loaded content must be on the Display List BEFORE any code in it referencing 'stage' is executed. " as quoted from Barbara Kaskosz's experiment on [URL]..
After trying for days with this and other guides I found, I still have not been able to successfully apply it to my projects files. If anyone would be willing to take the time for me to send them some sample files maybe my container FLA and two of the smallest modules and have a look.
TL;DR : I have a container swf with a single movieclip that will contain external swfs that will load one at a time. Each swf works fine by itself, but I get errors when compiling the container swf because (I assume via research) the container swf AND EACH external swf has its OWN class file.
I cannot seem to find anything of what I need from google.(Well, I can find the reverse method to what i need ) Basically I wish to access a variable declared in the Root Timeline from my Movie clips timeline.
I am using onLoad and onEnterFrame events to dynamically align my_mc. The problem I face is the following:When I put my code in the mc instance it works beautifully but when I put it in the timeline it does not work.[code]I assume it is something tiny, perhaps it is an issue with the correct paths of x and y. I tried in many ways changing paths to this._x and my_mc._x but unsuccessfully.
have a MovieClip that's called 'enemy1'. It is using a class called 'Enemy'. Is it possible to control my enemy1 MovieClip's timeline from the Enemy class?
For example I want to run an if check and see if current frame inside my MovieClip is currently 15. (I have animation inside my MovieClips)
I get error messages like: Line 271119: Access of possibly undefined property currentFrame through a reference with static type Enemy. Line 291061: Call to a possibly undefined method stop through a reference with static type Enemy.
I know reverse movie clips have been discussed a million times before but I gues I'm jsut stupid and can't figure it out. I have an instance of a movie clip on my timeline that I want to play on mouseover and start going in reverse on mouse out. How do I do it?
How do i correctly change a variable from an instances timeline? I need the variable hero.landing to = true when a particular frame is hit in the timeline.
I used to add the instance simply with addChild(name);
and the AS in the timeline was:
MovieClip(this.parent).hero.attacking = false;
However i add the child to the gamelevel instance like:
gamelevel.addChild(name);
and the code: MovieClip(this.parent).hero.attacking = false;
only temporarily changes the variable, it resets back to its previous immediately after the frame is reached.
For example, hero.attacking is true until it hits a certain frame at which point i want it to be set back to false. However now that i add the child into the gamelevel instance, it only temporarily sets hero.attacking to false, and then resets back to true after.
1. I have a class, UIMain, which extends MovieClip 2. There is an instance of UIMain on frame 2, with instance name of "main" 3. Document class contains:
ActionScript Code: public var main:UIMain; 3. I put this on frame 2 as a frame script: ActionScript Code: trace(main) I get null. Why? How can I fix this?
I`m experiencing problems with an XML menu. It works fine, but when I try to insert it into a mc other than the main timeline it stops working. I believe that I have trouble with the names of the mc (or instance name). could the "menu" in this string be a signifier for an instance (mc) ??
I'm working on a site that I received from a co-worker and it�s done with AS2 and the code and instance names are all over the place and it�s really hard for me to follow the code path to change things. I know how to track down what frames and elements have actions through the actions panel but what kind of stumping me is how to find instances with instance names on the stage that are scattered all over the instances that make up the movie. Is there a way to get a log of what instances have instance names attached to them and where they are located in the timeline?
Something I've been struggling with and can't seem to figure out. What I want for a system is to create several components, BUT each with their own timeline. For instance for a quiz, I want a number of answerbuttons. But each one should have their own appearance, preferably on a timeline. However these should be components, seeing their 'answerbutton'-logic should be the same over all buttons (apart from their answerbutton-index, set in the Component Parameters).
How would I reference a button instance on the main timeline in the actionscript within a movie clip symbol?For example: btn1.addEventListener (MouseEvent.ROLL_OVER, main1Over);where btn1 is an instance of a button on the main timeline but is not found within the symbol itself.I will then be dragging that movie clip onto the main timeline when it's finished.
Is there a way to get an instance reference to the document class to call a method of it from the stage's timeline?I see that here's a possible solution: using a singletonOther solution I though of is using stage.getChildAt( 0 ) but it's not very nice.Is there an 'official' instance reference? because the document class is obviously instantiated at startup, but is that instance accessible in any way without having to use a custom solution like the ones mentioned?
I have the Dynamic Text field that has an instance name on a mid-timeline frame in Flash CS4. I have a class that inherits from Sprite, and which is always added to the stage on instantiation. How can I get a reference to my Dynamic Text instance from this class?
Example: My Main class (linked in Flash's publish settings) goes like this: protected function beginGame(e:MouseEvent){ gotoAndStop(8); var game:GameContainer = new GameContainer(41,8); addChild(game); game.x=36; game.y=128; }
Game Container extends MovieClip, and draws some pretty gfx. On Frame 8, in the Flash IDE, there is a Dynamic Text element instance named "scoreText". I want to access this from the GameContainer class. Possible?
I am an AS3 code developer but this time I need to deal with a FLA that has an instance on timeline with complex nesting of movieclips and textfields (that are named via the instance field in Flash). The problem is that events (I put in the Documentclass) on nested movieclips inside that timeline placed instance are never dispatched.
example code: // my instance on Stage in all Frames of the timeline public var thewall:MovieClip; // event directly on thewall works
I am an AS3 code developer but this time I need to deal with a FLA that has an instance on timeline with complex nesting of movieclips and textfields (that are named via the instance field in Flash). The problem is that events (I put in the Documentclass) on nested movieclips inside that timeline placed instance are never dispatched. example code:
Code: // my instance on Stage in all Frames of the timeline public var thewall:MovieClip;
I have a scrollplane instance onstage that I need to skin, but flash is not allowing me to double click the instance to edit its timeline. Does anyone know why this may be?
Does creating a new instance of an Object that uses an identical name to an older instance, delete the previous instance? Or should the original instance be deleted first? The code uses a ridiculous amount of XML vars. Isn't it less memory intensive to parse the XML and save the properties to an Object, and then delete the XML Object, rather than keep the XML Object around and reference it's child nodes directly? Is it better form to break up a huge XML file (>600lines/3200vars) into smaller chunks?
Have buttons on the stage that when clicked, load a mc from the library into an empty mc on the stage. If another button is clicked, the loaded mc fades out, then a new mc from the library fades in. I've got it working for external .swf's loading, but I'd like to use mc's from the library.I think I need to use a attachMovie in there, but not sure how.
ActionScript Code: var LoadMe = "";// this is just a var to store the page you want to load // --- >> EXAMPLE FRAME CODING FOR A MC BTN _root.homeBtn.onRelease = function() {
I have been trying for days now, to get this working but i'm not able to do so, i have been trying to get actionscript to load multiple instance of an image file using a for loop.
Would anyone be able to enlighten me on this? the other functions are located on a seperate actionscript file.
part of the code is as follows: (it works if i use the graphic class)
I want to load an instance into a empty movie clip on my scene1. On scene1 I have an empty movie clip empty_mc. In my library I have a jpeg I converted into a symbol. I through the symbol onto stage1 and gave it an instance name of jpeg_1. I want the empty Movie clip to load jpeg_1. I thought it was something like this.
My problem occurs when I try to load multiple images in one class in AS3.[code]My problem with this is, that every complete-method receives the same image. Sometimes they all get img1.jpg, sometimes they all get img3.jpg....I don't have any clue why this is happening.[code]Now the different Bitmaps and Loaders have distinct names and are called within the same method call. The event handlers now are inline.