ActionScript 3.0 :: Add Multiple Instances To The Main Timeline?
May 25, 2010
Trying to understand how to add multiple instances (which are simple scrolling text box movieclips) to the main timeline when using this external Document Class (this is a smooth scrollbar class)
I've spent a week on it & still can't figure it out
I want it to act on all the instances of the movieclip it is contained within. It is only acting upon the last of the instances that was loaded or had focus... I'm clearly missing something or am trying to achieve something that isn't capable of working...
I have a main timeline that has 27 different scenes. I have a movie clip that is an "on call" navigation menu for the main timeline. I can call the menu once, and it will go to the first place I want it to go. However, I cannot seem to figure out how to get it to go away to be able to call it again. I get the "must be child of caller" error. how to get rid of it each time I use it?
I'm designing a website which has one main MC in the timeline. This main MC totals about 650 frames with text and pictures for each page (65 pages). This when published into a .swf, was 172KB. However, the download time was huge, almost 45 seconds. The intro page works fine, which I then use a loadMovie to bring in the main .swf with navigation bar, etc. So, I took this large .swf and split it into 3 smaller .swf's, 50, 111 and 85KB, for each. Now when live online, this too, seems too large and almost 30 seconds to download. Can I optimize in any way or should I just again split the 3 movies into maybe, 5 movies? What is the 'best' size for each .swf that will be published online? You can see the link yourself at [URL].
Excuse the probably simple question but I'm just starting off with Flash.I have imported a few video trailers directly into flash and saved them as movie clips. I want to be able to insert these movie clips onto the main timeline and play them one after the other, repeating once they have all played. On the main timeline I have set a layer for each clip and a keyframe where the clip is inserted for each layer. When I go to play the flash file, it is showing the first frame from each movie file and then moving to the first frame of the next movie file. What do I need to do to make flash play the entire movie file in that specific frame before moving to the next frame where the next movie file is and playing all that movie?
I've been trying to combine the features of two tutorials I found, one that deals with controlling external swf's from the main timeline and the other that explains how to load and unload multiple external swf's. I'd like to be able to load and unload multiple external swf's, and control these swf's buttons from the main timeline
I asked this same question on the forum of the site where I found these tutorials, and receive only one reply saying that "it shouldn't be hard to do." but they did not elaborate any further. This left me think that I was missing something very obvious and I've spent too much time now trying to work what it is now. I understand pretty much how both pieces of code work, but just can't work out how to combine them.[code]...
So I have been trying to figure out a way to control multiple clips using the same "on press" & "on release" statements located on 1st frame of main timeline. A variable is being set to a value that correlates to the name of each movie clip as an interaction occurs.Ex: user clicks from a selection of buttons & depending on the button clicked it sets clipNum = "1" through "21".What I want is to have something like the following code that will give the user the ability to click and drag the clip with code on the main timeline similar to the following:
ActionScript Code: stop(); var xmlRequest:URLRequest= new URLRequest("graphicImages.xml"); var xmlLoader:URLLoader = new URLLoader(xmlRequest);
[Code]....
So I figured that the coding of separate scenes would work independently of one another, but I guess I was dead wrong, because when I apply this to a different scene and change the XML path for a different set of images, I get all sorts of conflict errors when I test the entire movie. I have my flash film set up so that each link send the user to a different scene, which plays a unique intro for each, and then the slideshow appears on screen and the viewer can navigate the images.
Is there a work around for this? Or am I going to have to break my flash movie into separate movies? Or should I just add a suffix to all my vars and functions so that they are unique for each scene?
I cannot seem to find anything of what I need from google.(Well, I can find the reverse method to what i need ) Basically I wish to access a variable declared in the Root Timeline from my Movie clips timeline.
I simply want to assign a variable to the current frame of the main timeline (not movieclip timeline) I already know about _currentframe and it doesn't help in this case.
I am in the learning process. Working with FlashCS5 and AS3. if the issue appears to be too simple for you. Placed a movieclip(mcassessJohn) on the main timeline and moved to the frame labelled "johnFeedback" in the movieclip timeline using the following actionscript code.
I have a file comprised of 1 scene and two movie clips. The clips are instanced into the Main Timeline and occupy Frames 1 and 2 respectively.MovieClip1 is an animation that has navigation buttons that appear at the end of the clip. I'm trying to get mouse click navigation to make Frame 2 on the Main Timeline active.
Here is what I'm trying but it is not working:
btExplore.addEventListener(MouseEvent.CLICK, ExploreClick); function ExploreClick (evt:MouseEvent):void { gotoAndStop(2); }
this takes the animation to Frame 2 of the Movie Clip Timeline not Frame 2 the Main Timeline.
I'm having some problem with the workflow of flash.I make web banners everyday att my work att it is important to me to have the banners easy structured so I can copy effects, tweens and symbols to a new banner. I have Flash CS3 pro.I always start by making a symbols. And then in the symbols own timeline I make the animation or effect.
The big problem I'm having is when I have the main (scene1) timeline with many frames, and then have symbols on that timeline, with it's own timeline with some frames. The frames in the symbol timeline is okey, but at the main timeline the frames is too short or too long so the animation of the symbol cuts of early or it plays more than one time (too many frames).
How do I calculate how long a symbols timeline should be so It maches the main timeline?What happens to me is that I always have to adjust the symbols timeline and the main timeline, and this I have to do many times.
I have a main.fla which has 3 movieclips inside it. All 3 mc's have timelines that run 40 frames. The main.fla timeline has each mc instance on a frame. mc_1 is on frame 1 mc_2 is on frame 40 mc_3 is on frame 81 as the main timeline plays the clips each one fades to the other. I need to know how to target this scenerio after mc_3 plays I need to have a goToAndplay (20) set up so the animation inside mc_1 starts playing (frame 20) of mc_1.
I have a magic cloud effect. On frame 30 of the nested effect I would like an mc on the main timeline to become visible.Not too sure how to code with frame numbers,a) Do I put AS on the timeline of the nested clip ORb) Write code on the main timeline to listen for when the nested mc gets to frame 30
I have a movieclip on the scene. I also have a button on the scene and when I press the button I want to send a variable-value to the movieclip. I have a variable set in the actual frame on the main-timeline but the movieclip doesn't catch that, when traced I get undefined. Can I send a value from the main-timeline to a moviclips timeline?
On my main timeline, I load a mc from the library with:
text_content.attachMovie("text_content", "text_content", 10); There is a marker inside this mc called "news". I need a script in the main timeline that will gotoandStop "news" within the "text_content" mc.I have tried, amongst others
I have a movieclip on the scene. I also have a button on the scene and when I press the button I want to send a variable-value to the movieclip. I have a variable set in the actual frame on the main-timeline but the movieclip doesn�t catch that, when traced I get undefined. Can I send a value from the main-timeline to a moviclips timeline?
I am pretty familiar with Flash and AS3, but I am having a silly issue that I cant seem to overcome. I have a movie clip in my library thats linked to an external class file. I have a layer in my FLA that has an instance of this movie clip on it. Somewhere down the timeline I have a new keyframe (instance) of this same movie clip on the same layer. I do not have any blank keyframes between the first instance and the second instance.
I have a trace line running in the constructor of the custom class that traces back "init". This trace displays in the output for the first instance, but not the second instance. If I remove the second instance from the layer and put it on its own layer, then the trace displays for both instances.
In other words, flash does not appear to be recognizing the second instance as a new instance when its on the same layer and does not have a blank keyframe between it and the previous instance.
I know putting the blank keyframe in isnt that big of a deal, but this is a movie clip thats going to be used over and over in multiple files by myself and other co-workers and I guarantee you people will forget to put a blank keyframe in or use a new layer.
How do I link a button thats embedded in frame 2 (music page timeline) to a frame in the main timeline ( frame 3= biography page)? Both pages are on the same scene with link buttons embedded in each page independent timeline.
I wanted the animation to not roll back once i click on a certain button and i wanted the animation to go back once i click on a different button. My question is, how do i proceed from here, i searched online for clues and from what i understood i could set variables within the class and change them on the timeline and use event listeners to catch the changes. I tried doing that but i always end up with some redundant way that gets me nowhere...
Is there any way to control nested MovieClip instances placed on the timeline without naming them through the Properties panel? Are there any unique identifiers I can refer to?
Using instance names (like instance33, instance12, etc.) doesn't help since names are just properties, but how about references like sprite187_27 (as returned by trace(this) inside a MovieClip on the TimeLine)?
i created lil bit complex button (for me ) and i want to use that button lets say 6 times, but what i want is every other button have different text.i tried everything and i failed, ill attach my .FLA a quick explanation:i have master mc_homeContainer,when u enter there is a label called btn text,when u enter in that button text u r now in sprite 58.in that sprite i want to but 6 keframes and each to contain different text. lets say keyframe 1 is home, keyframe 2 is about us etc.and then how can i call that text when i put 6 instances of mc_homecontainer to main stage.WOW i complicated all
my movie is linked to an external class called game, and in the game cosntructor I am trying to access instances on my stage. I have tried MovieClip(root).instancename, root.instancename and even tried adding an event listener to listen when the movie is done loading because I thought maybe it was because the instances on the stage weren't created before the constructor is ran. This is the main class, shouldn't it be easy?
I am trying to "gotoAndStop" on a frame in a nested timeline from the main timeline, but can't seem to figure out the correct way to write it with it's 'parents' etc... this is how I have tried which makes sense to me (have tried other ways too) but no success.
I have a problem when making flash applications with more than one frame that has symbols placed on it in that I can't declare all of the event listeners for the objects at the same time and I have found that even if I put them all on the first frame, add the event listeners, then click through to the next frame then the buttons won't work on that frame.
Does anyone have any idea how I could solve this? I did consider myself a fairly competent AS3 programmer until I realised I had no idea how to handle this sort of thing. Solved: I initialised the clips from my external class and then addChild'd and removeChild'd them as I needed to and placed their x and y on addChilding.
I want to make the timeline go to the next frame (ie gotoAndStop) only if two button instances are invisible. For the buttons I have scripted an on(release) to make them invisible, but I don't know how to use the if function to make my animation progress when they are both invisible.