ActionScript 3.0 :: Looping Over A Selected Range Of Frames?
Jan 16, 2009
Im working on a flash website that has an opening page animation that ends at frame 70. From frame 70-1000 I have a slideshow. How can I make the opening animation play once, then play the slideshow, and loop the slideshow only (from frames 70-1000?) I dont want the entire timeline to loop just the few frames that I choose. Is there some actionscript for that? Im using Flash CS3.
I created an animation in which I'd like to continously loop the last 100 frames of 3 different layers ('baubles continuous' folder), how do I do that?
I have a keylistener that makes my player object gotoAndPlay(10) and I want it to play frame 10-28 then repeat until it's told to go elsewhere. I tried putting gotoAndPlay(10) on frame 28, but it never actually reaches the code. I tried putting a trace statement there. While the animation reaches frame 28, the actionscript is never run. Yet, if I move the code anywhere between 10 and 22 it does run. But 23 to 28 it does not. There are no keyframe structures that exist between 10 and 22 that don't between 23 and 28. Also, the gotoAndPlay() code only plays one frame of where I tell it to go then resumes the rest of what it was playing.Basically, I need to gotoAndLoop(10, 28) ... which I will write after I figure out how to make it work.
I'm trying to get a range of frames to play and am failing. Here's the latest code I'm trying. I'm sure this is a common issue, but haven't found code that's simple to understand.
Here's what I'm currently using. It starts playing the movie from the frame I want, but plays it to the end.
I am overlaying two textinput components and a UILoader component on top of a flash video. The three components retrieve data from the weather.com XML service and display current conditions for a city. As the video plays, the camera pans to another geographical location. Thus, I need to have the three components be visible only during certain frames. To this end, I've created the following if statement:
Im trying to make a cursor display when rolling over a movieclip only between a specific range of frames. with this code the cursor shows up in the range of frames but doesnt follow the mouse, and the mouse pointe ris visible
Code: thisFrame = _root._currentframe; if (thisFrame > 50) { if (thisFrame < 90) {
I have a movie clip named "services_mc" it has 7 frames inside of it. When the movie clip gets to frame 7 I want it to go to frame 6 and play (and repeat this infinite).
I thought all I would have to do is put this in frame 7:
I have a music track that I want continusuely playing and looping for until my 600 frames stop, then it stops. (by the way my frames/sec is a 1, not 24 like the default). Also it would be nice if in the last 5 seconds it could somehow fade away. How do I do this?
I have a character with about 5000 frames of lip sync talking. My problem is getting the character which is a 'fly' to have a constant gentle bounce looping over and over. I can obviously do this with motion tween but doing this with over 5000 frames is a bit counter productive.
This means that if the movie is not loaded, it will loop between 10 and 11. I have a movie clip on frame no. 10 and frame 11 is empty, this means that, the movieclip (a square) should blink ! Also, the movie when its loaded stops at 11 rather than going to stop at frame no 12 as per the actionscript !
I am in the process of making an web page in flash mx 2004. I have a little intro, home page, gallery, contact, etc....now the problem lies within my main buttons which are on everypage which link home and to gallery > so the navigational buttons. Now on the main timeline in flash I have the homepage as the first page then to the gallery. Then the gallery has subgalleries. I gave each button instance names and used that in the action script, I put it on the page frame for each page.
So on the home page I would have put in the action panel : stop(); gallery_btn.onRelease=function() { gotoAndPlay(9) }
Now when I get to the gallery the return home button will go back to the home page frame. The only problem is that when this happens, the audio from the into in the first frame plays. Also in the subgalleries, I changed the frame that the gallery button is supposed to play, so it goes back and plays the gallery, and again plays the audio for the intro. What I think might be happening is that when the button is going back to a previous frame on the timeline, it isplaying the into on the first frame in the background. Another thing I noticed is when all of his started happening, the loading when I was testing the movie, it was loading longer than it should have.
Also, when I go to test my movie i get an output error stating: **Error** Symbol=body galley, layer=Layer 7, frame=71:Line 1: Statement must appear within on handler stop(); Total ActionScript Errors: 1 Reported Errors: 1 Now, there is a stop action on that frame, yet the error comes up, ive tried it without the stop();. ive tryied iit in a different layer on the same frame, but i still get the error. and the thing is with this problem, everything in this area works fine in the movie when I test it, so I am not quite sure where it getting that error from.
I have a menu with many sub menus. I need to change the color of the selected button and then move on to the sub menu. My menu is horizontal and now it's not obvious the path that you follow.
Is there any way to disable a few columns for a particular row in flex datagrid?
I have a datagrid with about 10 or more columns, say for example a few column names are: Item Id, Item Name, Item Status and VerifiedState. Initially I want the column Verified State to be disabled.
Now When the value of the column, Item Status is Review Passed for a particular row, I want the column VerifiedState to be enabled and editable. Is that possible in Flex datagrid.
The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
I am fairly new to Flash and I am constructing a website. The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
I have placed TextFileds inside TileList Compontent. When i try to select the TextField it can't show the selected Textfield in the TileList items by default the TileList items are selected.Finally i need to select the TextFields.
Here is my code:
import fl.controls.TileList; import fl.data.DataProvider; import flash.display.Sprite; import flash.events.Event; function TileListExample() { var dp:DataProvider = new DataProvider(); var totalEntries:uint = 3; var i:uint; for(i=0; i<totalEntries; i++) { dp.addItem( { source:getTf(), scaleContent:false}
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.
[Code]...
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.
This code below works, but I'd like to modify it so that if my dragged item passes over a region in the x coordinates. So if I pass the dragged item over the range of 600 - 700 then it would play the frame labelled "square", and when it passes out of that region, go back to play the frame labelled "circle". So realy I'm asking how can I modify the <=600 to instead 600 to 700, and else refer to circle.
if (me.x <=600){ me.gotoAndStop("Square") } else if (me.x>= 700){ me.gotoAndStop("Circle") }
I've got a variable called coins which contains the amount of coins you have.I've also got a movieclip called customer_marker_mc which I want to change color depending how much coins you've got...I want 100 (or more) - 91 to give one color and 90 - 81 another and so on.[code]...
I'd like to check if a mc's _x and _y properties are between a certain range, but can't find out how to. Now that I'm typing this (I can't check it in Flash right now at the moment), I'm thinking if this will work:
let's say the mc is called mcMyMovie and it has to be between 90 & 100 (both for x and y)
I'm trying to create an simple (yet I still can seem to do it) task where a user has to enter a prevously worked out number into an input box clicks a button and get a correct or incorrect message.I need the number that they enter to be a numer within a range ie. 1.0 to 1.9I have 2 text boxs on stage... 1 an input text box (called inputBox) and the other a dynamic text box (called answerBox) also the is a button on stage to exec the scripton the root timeline the script is:
I'd like to check if a mc's _x and _y properties are between a certain range, but can't find out how to. Now that I'm typing this (I can't check it in Flash right now at the moment), I'm thinking if this will work: let's say the mc is called mcMyMovie and it has to be between 90 & 100 (both for x and y) if(mcMyMovie._x =< 100 && mcMyMovie._x =>90 && mcMyMovie._y =<100 && mcMyMovie._y =>90) { } Would this work or is there a shorter way to write this down in code ? In maths I'd write something like 90 < mcMyMovie._x <100.
What I am trying to do is create a root variable that can simultaneously equal a range of numbers. But I cant use the for command because the variable it will assign will only be confined to those brackets and can only be pulled from code inside the brackets