ActionScript 3.0 :: Activate Movieclip Via FLVPlayback CuePoint?
Apr 22, 2010
I'm working on a more interactive movie. It basically just has effects over the video that go outside of the FLVPlayback's dimensions to seem more "realistic." It seems very basic, but I am unsure where I would begin. Let me tell you the basics: It's offline, I imported the video from my computer and used the "Load external video with the playback component."My FLVPlayback on the stage is called:
fla_movieTrailer It has cuepoints already in the .FLV video. I have one Event one named "blacksmoke." If the video reaches the cuepoint "blacksmoke" I want it to play the MovieClip named fla_blacksmoke. So how do I have it activate fla_blacksmoke?
I have a FLVPlayback component with an FLV. I have it setup so that when the FLV reaches a cuepoint at the end, a button appears to rewind and play the video, and remove the button. This all works fine. My question is if there is a way to remove the button (removeChild) if the user goes back in the video using the seekbar in the FLVPlayback component?
However, either I'm declaring my variables at the wrong bit/way or there is another problem, as I have been able to add the child I want to from the display list (sidepoint: is it right to call the display list everything in the library on stage at runtime plus those things you have exported for actionscript usage??!)...but when I want to remove it at the next cuepoint nothing happens. I feel this is a basic principle that is alluding me here.
Code: vid.addEventListener(MetadataEvent.CUE_POINT, cueText); function cueText(e:MetadataEvent): void{
I am trying to activate a rollOver-function when the mouse rolls over a movieclip inside of a movieclip.On the main window (root), first you rollOver a button where a window shows up with more options (movieclips).From stage, my first movieclip is called "catapultas_read_more" which leads to amother movieclip called "pic1_mc". The label that is going to play when mouse over on pic1_mc is "rollOn".I tried this.gotoAndPlay("rollOn); directly inserted to the movieclip, but the movieclip inside pic1_mc never starts
I need to have the ability to spin or rotate an object such as a globe. I have 2 rollover mc's that spin the globe but I am having trouble getting it to loop on the backwards spin. Right now I have it acivating the mc to play fowarding in its timeline then loop but what is the best way to get it to go in reverse. My .fla can be found here [URL].
i want to setup this interface so that when you click on this movie clipsomething happens. but whenever i try to click on the movie clip i get nadathis is the location of my movieclip:_root.mc_gallery_content.mc_empty_1the AS that i want to use to be activated by "mc_empty_1" is inside "mc_gallery_content"
thought i could use this code to get "mc_empty_1" to initiallize a function: _root.mc_gallery_content.mc_empty_1.onRelease = function() { //preform function xyz
Im trying to make a image gallery, that then the i get to the left side of the movieclip is moves to the left and when im in the right it does that way
I already made this using tweens... But i want that while im over the left side of the movieclip it keeps doing tweens to the left... same for the otherside ofc
Im not finding a way to keep it always doing the tweens... i have to move mouse so it animates.
got MC A and MC B. MC B is directly under MC A. They are both indepedent on the stage, meaning they are not children of a bigger mc container. They both have rollover events, how can I activate the rollover events of MC B??Im aware of mouseChildren and mouseEnabled, but that requires them to be in the same container...
I'm coding a flash video jukebox. In this movie there will be a small box with subtitles for the flv playing at the moment. The problem is that, when I press the fullscreen button, the text overlay dissapears. I think that what is really happening is that the overlay is "hiding" at the back of the video.
Is there any way to put this overlay on top of the video so it remains even if I press the "fullscreen" button on the flvplayback component?
I've encoded an flv with cuepoints. When I play the video, it freezes at the cuepoint. I'm useing as3 on windows 7. I've removed the metaData callback from the code below as the problem occurs with and without the callback.
nc = new NetConnection();nc.connect (null);ns = new NetStream(nc); vid = new Video();vid.attachNetStream(ns);ns.play('names1680.flv');
I have an flv inside an swf. when the flav gets to either 22:00 or a certain frame I need an invisible button to appear ONLY after the cue point where the flv will display a click here graphic and the invisible button will be on top.I was able to add the button to the stage but it is clickable throughout the video, how can I get the button to appear AFTER the cuepoint.
Currently I'm using a rtmp server to streaming a video (m4v format), and now I need to set a cuePoints to call this one.
The problem is,
I'm using a simple video playback with NetStream and NetConnection, till here its okay, the video is streaming correctly, now appears the necessity to show some graphics in middle of the video.
How can I set the cuePoint name? addCuePoint()? The simple video player support it?
I have added a cuepoint at the end of a movie while converting it into flv file, how do I use the cuepoint to stop the flv and go to the next frame? I am new to all of this, can animate a little, but not hand-coding. This is what I received from a co-worker trying to make something happen with Flash and PHP
"Basically, at the end of the video, display in the Flash something simple like this: [URL] Feel free to format as needed to look good in context. Freeze on that frame so that they can retype that confirmation code in a form. Let's use these two variables: confirm_code (unique 7-digit alphanumeric string) video_control (to turn on video controls for testing, to turn off default) You can output a basic HTML page with hardcoded variables, and from there, I can modify it for use on the dynamic PHP page interfacing with the database."
I'm trying to add a cuepoint to a video using OSMF. I built an OSMF video player, and I'd like to use this instead of the FLVPlayback component, which seems like the only way to add an actionscript cuepoint? Anyhow, I created a cuepoint by writing this:
So I have this bit of code that pulls text from within the "caption" tags in the XML file and displays it in sync with the cue points...it works great.
I have an FLV file that I am loading in with the FLV Playback component. Within this FLV is a cuepoint called "endvis" that I want to trigger an MC's visibility (make it visible).
I have imported a video into Flash CS3 and I want to be able to stop the video on the last frame. If I say false to autoRewind, it goes to a black screen and if I say true to autoRewind, it goes to a white screen. I believe if I use a cuePoint on the last second to STOP then it would work.
I hava an application which heavily uses cuepoints for al kinds of navigation and event purposes. To properly handle the cuepoints I use some sorting etc. of the cuepoints when the onMetaData fires. The video is played as a NetStream from a WOWZA rtmp server. In the production it will probably run from FMS. Today I received the final flv from the client which contains about 300 cuepoints of type navigation and event. The file is generated in AE CS4. With this specific file the onMetaData event does not fire at all anymore (or it generates error below), the onCuepoint event does fire as expected.
Testing with playback trhough the flvplayback component generates the folowing error: 1002: Illegal cue point: Unsorted cuePoint found after time: 93.16 There are two cuepoints set at that point in the video (never thought that was possible...). Could the 'duplicate' cuepoint be the reason onMetaData does not fire? Any preferably cross platform, tool that just inserts cuepoints into an FLV instead of rendering the whole thing again? (I don't think FLVmetainjector does).
I have this custom flv player and now I want to add cue points to it, but I don't know how. I've been doing research online. I know that if I use the component flv playback I can use addASCuePoint to add cue points in actionscript, but what about custom flv player?
This should be simple but...I have several buttons "Questions" on the main timeline. The answers to these Questions are at specific cuepoints in the flv. This .flv has nav.cuepoints inserted during encoding.Click the button needs to load the flv,then automatically go to the specific cuepoint. Then it needs to run, eventually, to the end of the flv.I dont want the user to have to load the video first then use the cuepoints.I also dont want the video to load at the start, only after one of the questions(buttons) have been clicked.
Will the flv buffer from the cuepoint or does it have to buffer from the start of the video regardless of the cuepoints?
code Im playing with:
import mx.video.FLVPlayback; //play at start var my_flvPb:FLVPlayback;my_flvPb.autoPlay = true;[code].....
I'm having trouble adding a cuepoint listener to a dynamically loaded .flv which targets a dynamically loaded .swf. I'm also adding cuepoints via actionscript.
Basically everything loads okay but I get a compile error in the the function cuePointHandler when referencing mc_slideLoader.
Scene 1, Layer 'Actions', Frame 1, Line 601061: Call to a possibly undefined method gotoAndPlay through a reference with static type flash.display:Loader.
I'm still a rookie with AS3 so I'm thinking the Loader class doesn't have a gotoAndPlay property and some how I have to get it to act like a MovieClip?
Here's the actionscript.
ActionScript Code: // using Flash version CS5 import fl.video.*; import fl.video.FLVPlayback;
What I have is a video that plays and has nav cuepoints which, when reached, trigger the movie to display a new frame, each frame being a "slide" of bullet points that correspond to what the person in the video is discussing. This all works well, but I the only problem is that if the viewer scrubs the video backwards or forwards the slide doesn't update to display the appropriate slide unless the user plays through the nav cuepoint again. I would like to make it so that when the user scrubs, it will check for the last nav cuepoint and jump to the appropriate movie frame/slide but without taking the video back to the last cuepoint.
I'm pretty new at actionscript 3 but I believe I need to use some combination of onScrubFinish and findNearestCuePoint, but I don't know how to implement this.I should do this? Here's my code so far:
Code: // ************************* // Stop the timeline
I have attached a video on a frame of my website in Flash. When I preview the movie the film plays as it should.But when I export the Fla. as a Swf. file it then doesn't have the movie there anymore?It does show this error:
**Warning** The linkage identifier 'FLVPlayback' was already assigned to the symbol 'Video/FLVPlayback', and cannot be assigned to the symbol 'FLVPlayback', since linkage identifiers must be unique.
I'm using Flash 8 (in case you need know what version I'm using).There's three flvs I have assigned a cuepoint, "complete". The goal is to make a graphic visible when "complete" cuepoint is detected, but this function seem doesn't work, any feedback on function?:
Code: var nc:NetConnection = new NetConnection(); nc.connect(null);[code]....
I'm trying to make a couple's dress-up game with lots of characters. I wanted to make it so that when you click a certain character and pair it with a certain character, something special appears or happens. How do i make it so that this 'special' thing only appears when the certain two characters are both chosen.[code]...
I have done up a flash demo which uses the computer mouse to navigate. Now instead of using mouse, I want to use keyboard (arrow up, down, left, right) to highlight buttons and then hit "enter" key to click the button.
Is it possible to de-activate the Enter key so that on a stop() instruction in a frame,pressing the Enter key doesn't generate a move to the next frame
I am trying to make this game but I cant get any further because of the following: (copy pasted the necessary parts, not sure if this is all you need though... Selected[unitcounter].addEventListener(MouseEvent.CLICK, moveselecter); function moveselecter(evt:MouseEvent):void{ var Unitcounted:Object = evt.currentTarget evt.target.addEventListener(MouseEvent.MOUSE_UP, moveTo); trace("hello") } function moveTo(evt:MouseEvent):void { trace("hello2") } It does give hello but not hello2 so the event should do its work if u ask me...
I'll first say that I'm a Flash designer but I'm not really technically inclined which may be why I still haven't figured out how to get around the Microsoft IE 'Activate' double click problem with Flash content.I have a completely Flash site that's designed with Flash MX. All of the fixes seem to be for Flash 8 or for Flash content embedded in an HTML page. I've tried posting questions on several of the Flash sites but no one seems to be getting my question.I publish all of my pages in Flash, then upload the resulting HTML and swf files to my site. I do not write any HTML at any time. I only write actionscript. Is there a purely actionscript solution to the activate problem? Or possibly an external .js fix that can be referenced with an #include "something.js" inside the flash source file?