ActionScript 3.0 :: Manipulating The Childs Timeline (external SWF) From The Parent?

May 4, 2009

Essentially, i have loaded an external SWF (area-home.swf) w/in a MC (mc_loader) of the main SWF (base.swf). This is simple, not a problem, works like a charm. What I want to do from here is have the main SWF (base.swf) tell the external SWF (area-home.swf) to gotoAndStop at a certain frame (42). Below is the code that I have, and can't quite figure out why it won't work:

PHP Code:

var loader1:Loader=new Loader();
loader1.contentLoaderInfo.addEventListener(Event.COMPLETE, myFunction);
loader1.load(new URLRequest("area-home.swf"));

[code]...

When i trace the total frames, it does bring back the actual frame count from area-home.swf, so I know that it is communicating. It simply does not stop on the 42nd frame (even have a stop(); command on that frame in area-home.swf's timeline)

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ActionScript 3.0 :: Manipulating The Childs Timeline (external SWF) From The Parent

May 4, 2009

i have loaded an external SWF (area-home.swf) w/in a MC (mc_loader) of the main SWF (base.swf). This is simple, not a problem, works like a charm. What I want to do from here is have the main SWF (base.swf) tell the external SWF (area-home.swf) to gotoAndStop at a certain frame (42). Below is the code that I have, and can't quite figure out why it won't work:

PHP Code:

var loader1:Loader=new Loader();
loader1.contentLoaderInfo.addEventListener(Event.COMPLETE, myFunction);
loader1.load(new URLRequest("area-home.swf"));

[Code]....

When i trace the total frames, it does bring back the actual frame count from area-home.swf, so I know that it is communicating. It simply does not stop on the 42nd frame (even have a stop(); command on that frame in area-home.swf's timeline)

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ActionScript 3.0 :: Flash Manipulating Timeline External Swf?

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I've created a frame-by-frame (180 PNG's) rendered animation, put those PNG's into a .fla and created myself a nice "little" (8MB) .swf animation. The idea is that I can manipulate the timeline of this animation through the position of my mouse pointer; position of pointer on the left side of the stage means that the animation will play backward, position the pointer in the middle, the animation stops and when you position the pointer on the right side of the stage, the animation plays forward (as regular). The animation is looped, so it will go on indefinitely.

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current method;

Code:
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previous methods;

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- I've tried to 'tween' the frames of the animation using greesock's tweenLite;

Code:
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// or something in that order, can't remember.

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(very rough example)
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[code].....

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[code].......

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[Code]...

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