ActionScript 3.0 :: Removing The Duplicated Variable?
Jul 3, 2009
I have tried using counters but didn't work.What i'm trying to accomplish here is to remove var b when a user choose another item on myComboBox subsequently, so that the selection before will not appear on stage...
Error received:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display:isplayObjectContainer/removeChild()
at main_fla::MainTimeline/changeHandler()
I have attached a duplicate movie script action on a button to create a new copy of the clip (F900) with each press. This seems to work well; however, I can not, for the life of me, figure out how to create the script to remove the duplicated movie clipHere is the script I am using for the duplication and I did also attach the fla file:on (release) { _root.F900.duplicateMovieClip ("F900_"+"x", x ); setProperty ("F900_"+"x", _x, 300);setProperty ("F900_"+"x", _y, 200); x++;}Once I figure this out I would like to add different aircraft to it but that is not terribly important right now.
I've seem to have hit a snafu in a small animation I am creating for my next tutorial. What I have, is a movie clip that gets duplicated when the space bar is pressed. The movieclip has actions setup so that when the movieclip reaches a certain y value, it will remove itself via this.removeMovieClip()
The problem is, every movie clip that is duplicated does remove itself like it is supposed to. The exception is the original movie clip that I duplicate from. That movie clip seems to want to stay and cause problems (it is not removing itself because it isn't duplicated via attachmovie or the duplicateMovieClip method).
I was wondering if anyone could tell how I could go about removing or deleting movie clips that have been created with a for loop. Here is my code that I have attached to a movieclip on the main stage.
onClipEvent (enterFrame) { for (i=1; i<=10; i++) { duplicateMovieClip("_root.moveline", "_root.newline" + i, i);
I'm trying to create s simple website by using flash. My idea was to have a series of buttons that when i click will add a child to my stage. Now my problem is that i can only figure how to remove that child again by clicking the same button, i would like that the child could be removed by clicking any given button.
Below you see the code for two of my buttons. It is basically made up of the snippets from Flash CS5. I've restricted the amount of children thath can be added, so that no two subpages (children) can be added at the same time. When i add the child by pressing a button the child will be the seventh child on the stage. Is it possible to then make a piece of code for the button so that given a child number seven is already at the stage this will be removed?
ActionScript Code: infobtn.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_info); var fl_Loader:InfoPage = new InfoPage(); var fl_ToLoad:Boolean = true;
So basically I've got a MovieClip called Jug and when the egg is clicked and dragged to the Jug I want it to disappear and then re-add itself in the place it first started. Aswell as this I want a variable to be added by 1 in value. I have tried fiddling around with this for a while now and I can't figure it out since when I remove child it gets errors. Here's the code:
I have created a user interactive colour sample system that sends accumulative preferences from an external swf to the _root timeline when different colour sample buttons are clicked.The code looks as follows:
on (press) { _root._root.myvariable += " colour1";
On my stage I have 5 items labeled item1_mc, item2_mc, item3_mc and so forth...they all have two keyframes on their respective timelines, one labeled "active" and the other "inactive". My code contains 2 arrays, inactiveArray and activeArray and a variable known as energy that regularly goes to and from 0 - 100.What I am looking to achieve is basically the function of...if energy >= "insert given items 'active threshold' 20, 40, 60, etc..." then add it to the activeArray, if it is not, remove it and add it to the inactive array.
all objects in activeArray gotoAndStop("active"); all objects in inactiveArray gotoAndStop("inactive");
I have tried many different ways of achieving this effect but I always end up with duplicates and extras or something doesn't move when it's supposed to, where it's supposed to, it just ends up into a giant cluttered mess and I start from scratch.
The portal in my game is suppose to be unlocked after you collect all the coins. The portal is locked but when I go over a coin it neither adds to the variable or removes the movie clip by instance name of coin1 coin2 and coin 3.also if the remove movie clip doesnt need _root I've already tried it without it I know that is not the problem.
var openportal = 0; function moveStuff() { //-Very long code that is working. [code]..........
So a small example of my situation...On my stage I have 5 items labeled item1_mc, item2_mc, item3_mc and so forth...they all have two keyframes on their respective timelines, one labeled "active" and the other "inactive". My code contains 2 arrays, inactiveArray and activeArray and a variable known as energy that regularly goes to and from 0 - 100.
What I am looking to achieve is basically the function of...
if energy >= "insert given items 'active threshold' 20, 40, 60, etc..." then add it to the activeArray, if it is not, remove it and add it to the inactive array.
all objects in activeArray gotoAndStop("active");
all objects in inactiveArray gotoAndStop("inactive");
I have tried many different ways of achieving this effect but I always end up with duplicates and extras or something doesn't move when it's supposed to, where it's supposed to, it just ends up into a giant cluttered mess and I start from scratch.
Would removing the (Variable definitions / Spaces / Have everything on one line) make the project run faster.Testing my projects most beefy loop without variable definitions seems to make it run slightly faster.
the boxes are being added to the ready queue. what i want is that as soon as the box reaches to the right most position, i want a motion guide to follow, that is that the box should then enter into the CPU box and stay there for a specific point in time. this time will be determined by the burst time input.i only want the motion guide to happen to 1 box at a time when it reaches the right most position alont the queue.how will i be able to do this
I want two duplicated clips to do a hittest on each other. Anasteroid and a laser. I can use this. on one of the objects but howdo I pick up the name of the other object - it could be anything from
Is there a way to link duplicated movieclips to the library? Because I need to attach these duplicated mc's to an other mc. So my problem is that I don't have a linkage identifier?
the "app" allows you to drag various movieclips onto a mc. On release the movieclip is duplicated.The question is: how can I set the parent mc of the duplicated mc? In this case the movieclip should be attached to "videoArea" SNippet
Code: if(this.hitTest(videoArea)){ var duplicate:MovieClip;[code]....
I am attaching my .fla so you can take a look. The code is a bit long, but I marked the setMask code line with dashes (it's right on top). I marked out the setMask line so you can see how it looks like, because when I do mask, you can see any of the MCs that are being masked.
I search my problem in this forum prior to writing this. I got a thread that explains exactly what I needed to know; however, it doesn't work for me...I am trying to mask a duplicated mc.I am attaching my .fla so you can take a look. The code is a bit long, but I marked the setMask code line with dashes (it's right on top).I marked out the setMask line so you can see how it looks like, because when I do mask, you can see any of the MCs that are being masked.
I am trying to get some actions on a duplicated MovieClip Now what I got is something like this:
Actionscript Code: I have some loop wrapped around this so the 'i' changes.duplicateMovieClip("target", "new"+i, 100+i);// I use 'i' because i need a few of those...for(i=0;i<somenumber;i++){_root["new"+i].onEnterFrame = function(){//actions}}
And it won't work. Logically it just makes MCs "new1" "new2" "new3" and so on.And then it checks for those.If i put a MC named "new3" on stage, it works. I guess i'm just stupid and doing the duplication wrong or something.
I'm getting frustrated with a project I'm working on. The problem I'm having now is trying to make a breadcrumbing list that is masked within an area like below.
Each breadcrumb is a duplicated movieclip that adds new text and resizes to fit the text as needed then moved over so that it is spaced evenly. All is well until the next duplicate which is beyond the mask area. When a duplicate is found to be beyond the right edge of the mask area, everything moves to the left so that the new duplicate will fit in its entirety. The whole thing blows up and releases all of the previous movieclips from the mask layer like below. I am using CS3 Actionscript 3 Publishing to Player 9.
I am an newbie trying to take an existing Flash game and modifying it for my own selfish goals. I am duplicating symbols and trying to preserve all of their actions so that I can then swap them out for my own symbols. When I swap, actions are preserved, but I have run out of symbols to swap, so now I am trying to duplicate the remaining symbol so I have more to swap with, but when I duplicate the actions are lost. I have adjusted the actions code to accommodate more symbols ( or at least I think I have)
I have the same f() in frame 1 and frame 2, and when I play the movie again, it says f() dupliicated.How can change it in the second frame, not to be the same. Here is the f()
function onEnterFrame(event:Event):void{ domystuff; }
i'm trying to duplicate a swf loaded using greensocks LoaderMax but i don't seem to be able to
i'm using the following code:
private var _assetCache : Dictionary; public function getAssetById(assetId:String):DisplayObject { var asset:DisplayObject;
[Code].....
if i simply return the asset from _assetCache (which is a dictionary) without duplicating it, it works and traces as a MovieClip but when i try to duplicate it, even though the traces tell me that the duplicate is a movieclip. Note the clip being loaded is a simple vector graphic on the stage of the root of the timeline
I have a MC inside a Masked area, when i click it i want to duplicate it and drag it out side the mask!My code works exept the MC is still inside the masked area!!Heres a bonus question: Why cant i remove the MC with removeMovieClip.. the duplicated-MC is inside another MC.
I'm very much a noob in terms of actionscripting (I use MX), and I was wondering if I could enlist your aid. For right now, I'm trying to get the hang of Duplicated MC's. Right now, my practice animation is like this: A one frame movie clip with actionscript tweening a black ball. Basically, my AS just makes it move to the right as it gets smaller and fades with alpha. This part works fine.
I put this above movie clip (ball, let's call it) in another MC. Now this MC (let's call it BallTween) has AS on it which duplicates the ball movie clip 30 times with a for loop (q is my incrementing variable). Now I read a tutorial on a forum that suggested using a mc = _parent['newball'+q] to control the duplicated movie clips as they are generated, but this doesn't seem to be working for me. Is there any really comprehensive tutorial on this kind of AS around? I would really like to get good at manipulating duplicateMovieClips. Does anybody have a simple way to do this from the ground up, instead of solving a problem in an existing flash project?
I cannot find a solution anywhere for this issue. Searching the forum yields: "The following words are either very common, too long, or too short and were not included in your search: name"
Anyway, the thing is this.
I duplicate a movieclip several times, which is a button, and name the instances c0, c1, c2, etc. I want to use substring to extract the number behind this name when someone clicks on one of these buttons. I have the following function in the button:
As you may guess, I need the number in the variable x. However, the pointer "this" apparently points to the level this button is on (_level0), and not the button itself. So "this._name" gives me nothing.
My question to you all is, how do I obtain the buttons instance name the user has clicked on? Or for that matter, any other property. How do I address the button itself, from the on(XXXX) function?
Everytime I press a button, my function duplicate's my MC and give's it a new name (artikel1, artikel2, arikel3...)This MC contains a dynamic textfield called "tekst".Now I want my function to change that textfield for every new duplicated mc something like this (mc1, mc2, mc3...)And thats the problem! I cant access the tekstfield from outside the mc ! i tryed something like this and manny more but nothing happend.
I have a clip, duplicated to realize the titles of a menu. How can i use these duplicated clips to load the submenus? (The submenu is another clip, duplicated using the numbers contained in the same array)
My script (or, i'd better say, Stringy's!) is:
/* array: its lenght gives me the number of titles, each number inside the quantity of submenu for each title */
I can't manage to load jpg in some duplicated mc. I tried to add the as to the container mc "img"
Code:onClipEvent (load){ this.loadMovie(_parent._name+".jpg"); which trace the correct path to the jpg but the jpg don't show up. (Which would be wrong as if I remember well, the mc when being duplicated loses the loadMovie part????To be confirm) So I thought that maybe the best would be to have it done while duplicating the movie but whatever I have beeen trying has been unsucessful. Here is the codes with duplicating mc.