I'm trying to create a simple game. Right now I have one button that when clicked moves the character across the screen. My issue is trying to make the player stop looping after I click the button. If I just insert stop for the last frame it will only loop once and stop, but it will not play again after the button is clicked. I've tried using players_turn boolean but couldn't get that to work.
I'm creating a game where certain movie clips execute a motion tween when a button is clicked, and stay still when not clicked. I know that this sequence would probably use coding such as if...button pressed execute movie clip/else...
But I'm not sure how to code it. Also is it better to have the motion tweens as a nested animation in each movie clip, or should I just create the tweens on the main stage. And if I make them nexted animations how do you say in a function to play the nested animation?
Normally, I want the movie to play the tween that spans from 25 to 35, then stop UNLESS a button has been clicked back on frame 24 - then I want the tween played from 25 to 35 then jump to 46.Problem is, in the button function code, if I have...gotoAndPlay(25); gotoAndPlay(46);the timeline jumps straight to 46 - it doesn't play 25-35. Why?I tried putting a timer in between the two gotoAndPlays, but itignored that too and jumped to 46.o how do I tell it - 'play from 25-35 and stop, unless but_a was pressed back on Frame 24 - then play 25-35, and then play 46' ?
I am using Flash CS4. I applied a Motion preset to one of the symbols on my stage. However, the Motion tween is applied to the symbol infinitely & it loops over to the beginning of the tween after completing it.However, I only want the tween to complete once & not loop over after it.
I am creating a xml slide show of images. basic slideshow of one image fading ontop of the other and looping back to the other. problem is that there are 6 versions of the this code and when switching from one to the other it starts skiping. i have 6 scenes and i have posted the code 6 times in each scene. here is my code for the slide show:
loadMovie (pic1=myXML.firstChild.childNodes[2].childNodes[6].childNodes[0].firstChild.nodeValue, pan2.PicHolder); var fade1:Tween = new Tween (Holder, "_alpha", Regular.easeOut, 100, 100, 200, false); fade1.onMotionFinished = function () {[code]..........
I'm making a "master movie" for an assignment and I'm stuck right now. What I've got is an Intro page that will serve at the Parent.swf to load 4 other child swf's upon a mouse click. The problem is I have a theater stage where I tweened an animation to make it appear the curtain on the stage is going up but once it reaches it maximum height....the tween abruptly stops. I want it to HOLD there until a user clicks a button.
How would I make this happen? Here is the page in question: [URL]...
my movieclip button was working perfectly as a motion tween. Can you use shape tweens as movie clip buttons? I just made that change, and kept my code:
I created a motion tween. I stried to put an action script, stop();, at the end of the tween but it says "Current selection cannot have actions applied to it.". How do I stop the tween then?
I've started using Motion Tweening in CS4 and I am puzzled by something with how the durations are set. The best way I can describe this is by comparing it to what are now called Classic Tweens. In a Classic Tween, I set the beginning and end keyframes of a particular animation, and when the playhead reaches the ending keyframe, the animation stops. In a CS4+ Motion Tween, I set the first keyframe and then make changes using the motion editor, but when I add frames to the timeline, the tween keeps on growing, and the animation doesn't stop correctly. Is there some trick to telling the Motion Tween that it should only be X amount of frames?
I'm having trouble using a scrollRect on an object instance on the timeline that has a motion tween. As soon as I apply the scrollRect to it, the object just stops! I've attached a simple fla that shows what I'm talking about.
Simply comment out this line in the first frame's actions to see the oval move across:
Code: oval1.scrollRect = window;
The actual application I'm making is using a scrollRect on a custom list control, where each item in the list is a symbol in the library. It works great, except if I try to move my list around using a motion tween (the list still works, but the list doesn't move in the motion tween). As soon as I remove the code to apply the scrollRect, it works but the list fills the screen!
I'm a young girl who recently discovered flash cs3 (I started yesterday) I found this tutorial about how to make a flying bird. I did as the tutorial said, I just made a butterfly instead of a bird. Now I made a flower and I want the butterfly to land on the flower. The tutorial only showed me how to make the bird/butterfly fly through the scene and not how to stop it while I still see it in the scene. I figured out how to stop the motion tween but then the butterfly dissappeared from the flash file after it stopped and I also figured out how to make it land on the flower but it keeps moving its wings Now I need help to make it stop moving the wings while it's still visible. I hope my explanation is understandable. As I said I just started with this program so I don't know how to explain all the different things.
I tried to upload the file on imageshack but it seems like it doesn't support this kind of file, or I'm saving it wrong. I could need some help with that too so I can show others what I'm making without that they have to download the file so it's easier to get help when I'm stuck A link to the .swf file [URL]
I'm scrolling a masked MC, which is basically a grid of thumbnails with a few rows. Right now, it works beautifully by scrolling row-to-row if the up/down buttons are pressed only after the tween has finished. However, if I press the up or down buttons in succession before it finishes scrolling, the positions get all messed up because it will start the motion tween from the current y position, which is halfway through a scroll.
Code: new Tween(holder,"_y",mx.transitions.easing.Strong.easeOut,holder._y, holder._y+scrollAmt,1.5,true);
That is basically the only code in my onRelease function.
I've thought about 2 ways of tackling this problem:
1: to disable the up/down buttons while the tween is taking place.
2: to NOT have the tween start from the current y position since that is the root of the problem. But I think this is impossible due to the nature of the purpose of the function.
Im tring to create a slot machine game...I have a mask.and I have 3 layers each of which has a motion tween of 120 frames.they animate my 3 slots..the problem is how and where I can assign a random number so that the motion tween should stop at any image.?
I'm using some modified code from a chapter exercise (from a text book) to play four separate MP3s external to the FLA. Here's an example of what happens when a button is clicked:
On the label 'music1', I have this AS: Code: stop(); song1.onSoundComplete = function() { song1.start(); }
The problem is, there's something of a noticeable stutter when the MP3 reaches the end, just before it starts up again. The first MP3 (contrary to the others), is a seamless ambient sound which ought to sound perfect in the FLA, but doesn't, again, because of the slight stutter in starting it up again. Is there a better way to do this? I thought, perhaps, this would be fixed if I removed the "stop();" line and instead had it play the next frame, which would invariably send it back to the previous one, but this changed nothing. Is there a better method to use? Even with the other three MP3s, which aren't seamless, I want to loop, unless and until the user clicks the 'Mute' button.
I'm trying to create a set of 4 vertically arranged buttons that 'split' apart when those buttons are pressed. For example, if you click the topmost (1st) button, the bottom three buttons will drop down so submenus (for the 1st button) can now be revealed beneath. Again, when you click the 2nd button from the top, the bottom two buttons drop down, revealing submenus, and so on.
Now, is there a way that I can use actionscripting to tween the buttons to not only motion tween a drop down when a button is first pressed, but also to motion tween the button to return up to its original spot when another button is then pressed? Right now, I have two keyframes, side-by-side which each containing a different y-scale value for an object. Can I do some actionscripting to get the object to motion tween upward to its original spot instead of "clicking," or snapping back to is original spot when another button is pressed?
I've got an intro for a movie,and a single button appears around frame 58,and I've tried giving it a function so it will skip to fram 478 and play the whole movie from there on:
but it keeps saying "statement must appear within handler" and I've got the same problem when the movie reaches frame 477 I want it to go back to frame 58 and play from there so it would loop all until the button is clicked:
I have created a submit button and the text goes up when the mouse is over the button, but when I go to test the movie it seems to be on a loop and I can't see away to stop the text from looping. I found loop on the control panel but when I remove the tick there is no change and the movie continues to loop. There is no action scripts applied to the button yet.I am at the moment trying to get my head around action scripts so I am a complete beginner at this.
I'm relatively new to flash and have been learning on my own, but I ran into a bit of a snag while trying to create a splash page for a client. View Page There's the page. What he wants, is for the shirt to move off the screen when a user clicks on the pocket. Can someone tell me how I would accomplish this using actionscript, or point me to a good (step by step) tutorial on how I would do it?
Im trying to make one single button turn sound on and off. But when testing movie the result is endless flickering between the two states of the button as well as music being started over and over on top of itself.
I have a feeling that the the issue is connected to .stop(); not working, but to be honest i dont know. Im not receiving any errors when testing movie in Flash. [code]...
There is a movie clip "card" created dynamically through the code. I have a class, and I instanced it and add it to the stage. I need to move the movie clip on the button click, so I created a motion tween and export it to the code. Then I wrote a function and asign it to the button through the event listener. But the movie clip doesn't move. The event fires, but nothing happens.
Code examples: 1. Instance of a movie clip var card:MovieClip = new Panic(); card.x=456.20; card.y=77.30; card.width=285; card.height=355; card.n = "IME"; [Code] .....
I'm making a page with multiple soundclips - each one launched by a separate Flash button.
Problem: If someone clicks a button and then clicks another button without first stopping or pausing the original soundclip, the two play at the same time. Press another and three clips play at once.
How do I make it so that when you push the next button it stops the first clip and then plays the second one?
I currently have a 23-frame multilayered single-scene animation designed to loop continuously which I would like to add to my portfolio. As such, I am adding a Play button, which I would like to toggle to a Stop (or Pause) button. I currently have an instance of the Play button ("playButton") created.
(You can find this at pineboxmovingco.com/gear_redux.swf)
Besides imploring your assistance in providing the code, I must also ask if this requires (and best practice for) inserting an additional frame at the beginning for the ActionScript, as well as where/what layer to add an instance of the Stop button. I would like the movie to be stopped by default, presenting the Play button, toggling to the Stop button, and back to the Play button, each upon release.
If I perform a motion tween along a curved path, Flash CS4 does not allow to change the curves to "corner point" or "linear" in the motion editor. URL...
I have 6 buttons, and a thin bar.. I am doing an effect whereby when I click on the 6th button the bar will move and stop at the 6 button, and when I click on the 2nd button it will move and stop at the 2nd button.. but I cant stop the bar..
bar = slider button = btn_1 Each btn script: on (press) { slider.yMove = btn_1._y; }
I'm working on making a nitrogen tank that inflates a balloon a little bit more every time you click the tank. How do you set it up to go to a specific shape tween each time it is clicked, and then have it stop and make a reset button appear?
I'm using a movie clip as a button to show content on a page, effectively its like a new page of the website. Problem is, with the script im using for it, once the content is show, the button is still active and if clicked again, will re-load the content. I want a way to effectively disable the button whist the content is shown.