I'm trying to have a preLoader function (preLoadTotal) receive the first progress event from a loader, add it's bytesTotal value to the bytesTotalALL var, and immediately stop it's loading after this. I currently only have one loader triggering this function but intend to add more in order to calculate the total size of all loaders combined (bytesTotalALL).
In the following example you can see my attempt to kill the load after it's bytesTotal info is extracted but no matter what I try the loading continues. What would be the proper syntax to stop the targeted loader?
My site is up and running, it's not a big deal, but I can't figure out if it's my AS3 code thats causing the problem or the PHP script that it calls. I assume its a loader object that I use to access data..
There's a part of the site that only loads when clicked on, which is good, but the issue is this: when you load the swf file, it loads fine, and firefox displays "done" in the bottom left.
However, when you click on the "terms" section, it displays "transferring data from www.(domain name)", and keeps saying that even after the section is done loading. Do I have to delete my loader or something?? I don't want to cause bandwidth problems if somebody leaves the site open.
i have a web page with 2 frames : leftFrame and mainFrame. The left frame is my menu with flash buttons - home, about, news and contact.
What i want is this : when the user hits the "contact" button, i want contact.html to load in mainFrame.i've been at it for 2 days,, searching help, tutorials, sites, everything
I am creating an image gallery where the user can select from several thumbnail images. Once selected, the thumbnails will enlarge and load the full sized image. My problem is that while the user is waiting for the full sized image to load, he may decide to close that image and view another image. I am trying to find a way to stop a loader from loading. Here is the code I have used. My problem is that even though the user has clicked on the unloadBtn, the loader continues to load the file. Is there a way to disable that?[code]...
I attach this flash filecontaining my folderIts basically a button.and when I move my mouse over to the helmet the speech bubble with descriptions comes up.basically I just want my helmet to be the working area.at the moment, when I move my mouse over to the where speech bubble is going to be, button works... but I only want my helmet to be the working area..so mouse over to the helmet and speech bubble comes up. not anywhere else.
I am trying to cycle through targeted movieclips via an array.The symbols are labeled as such, kali1, kali2, kali3, ...etc.What I wanted to do was to move selected movieclips to a particular frame via an array loop.Here is the code I am using and the output I get:
var col1:Array = [8,16]; for (i=0; i<col1.length ; i++){ kaliscope= "kali"+col1;[code].....
How do I get a targeted mc to communicate with the parent timeline? I'm not using levels but targeted mc.
I need the playback head to go from the targeted movie clip (this is called nested, correct?) to the parent timeline and stop at a particular movie instance or frame label. I have been unsucessfully using this:
how do you tell a loader to stop / cancel what it is currently loading? (or is it even possible?) i have a set of navigation buttons, which when clicked, will load an external swf on to a movieclip called "pagesHolder" thats on stage... this works fine, i have even added...
[Code].....
to make sure that only 1 swf can be seen at a time and they wont overlap each other when you click on the different buttons... however, when you click on another button before the previous swf finishes loading, then you will begin to have problems.. it will load another swf, without first cancelling the previous swf from loading.. and this can be seen in the bandwidth profiler(the items being loaded begin to stack up as i keep clicking on the buttons again and again)..
below is the code im using.. ive omitted the unimportant parts... the loadPage function will begin when a button is clicked...
I have several external SWF (child) movies that are to be loaded upon demand into another SWF container (parent) movie file. Pretty straight forward. Each of the child movies has MCs communicating with other MCs within the same child movie. For instance the timeline of one MC will have a frame action, which targets another MC instance to play(). Again, Pretty straightforward stuff.
These files work beautifully when viewed independently. The problem is when they are loaded into the parent container movie the target MC functionality no longer works. I believe it's because once the child movie is loaded into the parent movie the absolute path of the targeted MC has changed and what was once the '_root' in the child movie is no longer the actual root?
I have tried both methods in the child movie:
//method without using 'with' _root.ContentWindow.play(); And using the 'with action like so: //method using 'with with (_root.ContentWindow) { play(); }
It would seem that in theory once the Child SWF file is loaded into the Parent SWF file the targeted path would have to have another level in it - cuz now the MC 'ContentWindow' is no longer one level down from the '_root' but two levels? For example: _root.LoadedChildMovie.ContentWindow.play()
I am looking for a component/tutorial/movie that is a FLASH countdown timer/clock that you can change the targeted time on the fly using xml. So, the clock might countdown for 4 days, 3 hours and 19 minutes to an event. but then halfway through i decide i want to change the event to a day later, so i need to us xml to dynamically change the clock to add 24 hours or whatever onto the clock without having to go back into the flash file.
Additionally, this flash file will be part of a flash screensaver that has xml driven photo gallery in the background. this photo gallery i can do, but i am looking for a flash countdown with xml access. I am willing to pay/donate for it if there are no free ones available.
I'm running into some problems using the close() method.I'm trying to build a class that checks a resource size before loading it.it's very simple: I use the Loader class to load the resource, listens to the first progress event and immediately closes the connection with the Loader.close() method.However, the close() doesn't seem to stop the Loader after the first progress event dispatched.here is a quick copy & paste frame code just to demonstrate my point:
Within that same MC is a button that tells it to close. However, I run a trace command to it and nothing happens. It seems like the onPress nested in the onEnterFrame is over-riding my button on(press).
I have a menu on my main page where i can choose some videos to play, these videos are in external SWFs that are loaded in and displayed using Loader, URLrequest etc.. etc..
I have a close button on my external swf that sends a dispatchEvent to an eventListener on my homepage to close the external SWF however the sound from the video in the external swf is still audible even though the visual is gone
heres the code
main page code Code: Select all function playVideo(e:MouseEvent):void{ //stop maipage sound channel.stop();
I have two swf files, each one almost with the same classes, the most important one is a Singleton class, each swf does "singleton.getInstance()". The diference is that one swf is like a container and the other one is like a module. So when the container loads the module from an absolute path like loader.load("file://c:/modules/module.swf") or loader.load("[URL]"), two different singletons (same class) are created
But when the container loads from a relative path like loader.load("module.swf") , just one singleton is created (that is what I want) I am just intrigued with this behavior, could someone explain me this? PD: I believe is something related to loaderContext and applicationDomain but It also appears that isn't working right. -Patricio Foieri , Vertigo Labs
The title describes the problem: Loader.load() is firing the INIT event, but in my listener it's reporting loader.content as null. The description for INIT event is "Dispatched by the associated LoaderInfo object when the properties and methods of the loaded SWF file are accessible."I'm loading a lot of JPG images, and 95 percent of the time it works fine; the init listener fires and reports valid loader. content.I absolutely need loader.content available because I need to set the bitmap smoothing property to true.I've tried using Event.COMPLETE and it has the exact same problematic behavior.
I'm feeling a bit low now as I have been suffering this for months. A simple loader loads my simple game and runs VERY FAST on even slow pcs BUT when I build this other loader, it goes quite slowly and I don't know where the app is going wrong. WHERE is the processing consumptoin coming from out of my app.
I have the following code which simply loads an external swf, puts it in the right place and should all be hunky dory.This works:
Code: var myLoader:Loader = new Loader(); addChild(myLoader); var url:URLRequest=new URLRequest("foobar.swf");[code].....
to set the dimensions of the loader so the external swf doesn't 'spill over', the result is a blank screen. No matter how high I set those dimensions it just doesn't display anything.
I got this very strange behavior from FlashPlayer debugger 10.1 r82. When I call loader.load method, no ADDED event is dispatched to the loader object. But if I open the file and call loader.loadBytes instead, an ADDED event is dispatched to the loader object. I suspect the ADDED event is dispatched because the content is being set as the child of Loader object, but why in the other case it is not dispatched?
the file loads correctly but the loading screen only flashes up at the end.The only thing being exported in frame 1 is the loader image, and that is extremely small.Is it possible that there's a queue of things being loaded and the loader image is at the bottom of that queue? Since that was one of the last things added to the project
i have a main loader swf file called loader.swf and it loads an RSL.swf (runtime shared library for my swf files) and then 10 swf files, each one to a container (fE.: movieclip '01' in loader.swf, then movieclip '02' and so on). the 10 swf files have a lot of references to RSL.swf, and i have to use RSL.the problem is when loader.swf loads the RSL and the other 10 swfs the loader throws errors like this:
Code: *** Security Sandbox Violation ***[code]...
then i put in EVERY swf files (loader,RSL and the other 10) the code Security.allowDomain ("*") but throws the same errors...
I'm loading some images with Loaders, cloning the BitmapData to a new Bitmap, and adding the Bitmap as a child of a Sprite. So far, so good. I want the Loaders I'm using to be removed by garbage collection, which they seem to be. The problem, or so it seems, is that when the Loaders are cleaned up, the Bitmaps I'm creating lose their data.
Edit: All this is happening when a class is instanced, and many copies of this class are being used as actors in a game. As the Actors are being created the older ones are losing their BitmapData to garbage cleanup. When all of them are finally loaded, only the last few are visible. I've rewritten my posted code as a class. If I prevent the Loaders from being cleaned up by somehow keeping a reference to them, the Bitmaps don't lose the data, but I don't want these Loaders hanging around.
I thought I had a handle on the timer class (even just a beginners understanding), but I'm having trouble with it.I have an event listener for the timer and it starts fine i get a delay, then a tween,but when I place a myTimer.stop();in the fuction the listener called (to stop it) it dosent stop.it will repeat placing the first image, and then call the first function again
......Wait its placing the first image in (a couple of lines before the start), so Its restarting the whole movie, not just the function?
myTimer.addEventListener(TimerEvent.TIMER, tweenone) myTimer.start(); function tweenone (event:Event):void[code]...........
I am attempting to load multiple images in AS3 and I'm exploring different options on how this can be done.I would like to have to only use one Load() instance and handle the various image assignments in the onComplete handler...here is my first attempt:
var buttonLdr:Loader = new Loader(); buttonLdr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError); buttonLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadCo
Sorry for the complicated topic. I got a .swf that loads in other .swfs. Rather than figuring out how to make a loader for loading .swfs I thought I'd just use a simple loader in the .swf I'm loading.
However, it doesn't work. It starts fully loaded but doesn't finish. Heres the AS:[AS]_root.stop(); PercentLoaded = _root.getBytesLoaded()/_root.getBytesTotal()*100;
how to create an image gallery that loads external bitmaps. It also has some nice fade in/fade out effects using Tweener. I was wondering, what would I need to modify from my code to load MovieClips from the library instead of the external JPEGs.
Code: import caurina.transitions.Tweener; var btn:Object; var disabledBtn:Object;