ActionScript 3.0 :: Assistance Unloading Flv's From Swf's Imported To Main Stage
Sep 15, 2011
I have my main.fla which imports external swfs that contain flv's. I have three buttons that navigate the main timeline to frames 2-4. At frames 2-4 an external swf gets loaded into an empty movie clip via this code. Each loaded swf acts like a menu with some nice vidoes loading in the background.
The problem i found is the flvs continue to play as i navigate between menus, which makes the main swf/fla slow down becuase the pc is working harder to deliver all the stuff running in the background. I've added this code to frame 1 of my empty movie clip that is in my library that has the instance name 'menu1'
I keep getting the error "Access of undefines property mc1"
I have the source files for my site here if you can take a look and see what I'm doing wrong. I have removed this code so i don't get the error and have tried other things to no avial. [URL]
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var loader:Loader = new Loader(); addChild(loader); loader.load(new URLRequest(MovieClip(this.parent).src));
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I have my main.fla which imports external swfs that contain flv's. I have three buttons that navigate the main timeline to frames 2-4. At frames 2-4 an external swf gets loaded into an empty movie clip via this code. Each loaded swf acts like a menu with some nice vidoes loading in the background.The problem i found is the flvs continue to play as i navigate between menus, which makes the main swf/fla slow down becuase the pc is working harder to deliver all the stuff running in the background. I've added this code to frame 1 of my empty movie clip that is in my library that has the instance name 'menu1'I keep getting the error "Access of undefines property mc1"I have the source files for my site here if you can take a look and see what I'm doing wrong. I have removed this code so i don't get the error and have tried other things to no avial.
/////////////////////// var loader:Loader = new Loader(); addChild(loader); loader.load(new URLRequest(MovieClip(this.parent).src));
I can't seem to unload a movie, I've tried every possible actionscript code and still it won't go away. My objective is to run in the main stage a sub menu and for that I've done sub pages each one with a previous and next button (inside the movie that will be loaded), and that's the catch. I can't put the loadMovieNum in 0 level because it would replace the main stage. So I'm trying to do on the button:
on (release) { unloadMovieNum(1); // it was loaded into level 1 loadMovieNum("new_item.swf",1); // he overlays both movies with transparency }
Is there anyway to remove the actual movie and replace it with the new one?
I am getting a 1009 error using tweenlite. I have placed the COM folder of tweenlite in the same directory as the FLA. On the main stage I have imported the tweenlite class using: Code: import com.greensock.*; import com.greensock.easing.*;
On the main stage I have a MC called mainholdermc. When I click a button called mentions but on the main stage it basically tells mainholdermc to play. This works well. I have another movieclip called vosdes. At the same time that mainholdermc plays I want to use tweenlite to make the aplha of vosdes lower. If I put this actionscript on the main page it works fine: Code: mentionsbut.addEventListener(MouseEvent.CLICK, mainholder); function mainholder(event:MouseEvent):void { mainholdermc.gotoAndPlay(2); TweenLite.to(vosdes, 0.4, {alpha:0.1}); }
The problem is that I want to move the tweenlite command to within the the vosdes movieclip. So within the vosdes movieclip I have this written in the actionscript: Code: import com.greensock.*; import com.greensock.easing.* TweenLite.to(this.vosdes, 0.4, {alpha:0.1});
I found that by using Code: this.MC_NAME it is the equivalent of the _root in AS2.
However this is not working. When I compile the FLA no errors occur until I click on the mentionsbut and I get the following error: Code: TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.greensock::TweenLite/init() at com.greensock::TweenLite/renderTime() at com.greensock.core::SimpleTimeline/renderTime() at com.greensock::TweenLite$/updateAll() [Code] .....
I have a simple problem that I've been working on for hours, trying to go through trial and error myself. But here's the problem. I have a function on the main timeline named startClips. Now, I want to call this from from within two movie clips, the other nested inside the other. In other words, I have a movie clip called holder, and inside of a holder, I have a movieclip called homebase. Now, here is all the code I've been trying to use to access the startClips function which is own the main timeline from the movieclip homebase:
ive been trying to load 3 games(swf's) into a main swf and ive had nothing but problems.
what im trying to do is have three buttons on the main swf, each one loading a different game. im having no problems getting the game loaded into the swf its unloading it and getting back to the first frame of the MAIN TIMELINE, or MAIN SWF.
ive tried loading the swf's into a movie clip and ive tried loading them in there own frame BUT nothing is working and it is SO FRUSTRATING
There are hundreds of threads on the web about unloading movie but none of them work. For example, the code below gives this error: TypeError: Error #2007:
Code: var alert:Boolean=true; if (loaderInfo.url!="someurl") { removeSwf();
I'm struggling shaking my old school AS2 mindset here. I've got a main swf which loads a bunch of subordinate swfs. I need my loaded swfs to see some variables in the main. For instance (example simplified for conversational purposes), let's say I've got a swf loading (we'll say littleSwf), which needs to set its rotation based on a variable (we'll say swfRotation) in the main. The rotation code is inside of the little swf. How does that little swf get told / find out what its rotation number is?
I have come across a hurdle that I can't seem to find a way around, when calling in an external .swf file to the stage. Here is what I would like to achieve...
I have 4 .swf files that I would like to call in via 4 buttons on the stage. When a user clicks a button, a pre-loader for the file appears on screen and when loading is done, the loaded file appears. When the user clicks a different button, the current file disappears, and the relevant file is then loaded, with a pre-loader if necessary.
I have used the following code to successfully call in the .swf:
ActionScript Code: var req:URLRequest = new URLRequest("potfolio.swf"); var loader:Loader = new Loader(); loader.load(req); addChild(loader);
I can also attach this to a button using the addEventListener, and have it work. However, the problem comes when trying to attach a pre-loader to this, as before, my loaders have always just pointed flash to a frame, rather than display a file that is being loaded once complete.
I have a movie that initally onloads onto the stage at target MC. I then want this movie to unload when the following button is moused over or clicked for the same MC target.
I am using the CS4 version and when I click on the library item and drag it to the stage, there is nothing there. It is just a blank canvas and it's like the image(s) are hidden behind the stage or something. When I do a Publish Preview, I can see the .swf file with all the images, but in the .fla, there is nothing showing but the text files, and then that is even hidden in a newly created file. I am not sure if I accidently turned something on/off that is preventing my images from not showing on the stage or what. I really need to find a solution to this problem because I need to create a Flash file for a project I am working on in one of my classes. Does anyone know what could be causing this? I have done Google searches and Forum searches to no avail unless I'm not using the right keywords in my search.
I have a htmlText field that is displaying xml content. One of the features I've written imports a swf and displays it in the htmlText field via an <img src> tag. The swf displays some text that is stripped out of the htmlText field when my as3 code finds [Boxed Text]Strip out this content [End Boxed Text]. The result would display 'Strip out this content" in the swf within the <img src> tag. This works great, as the swf has the dimensions of w.300 x h. 250, but I have received a request to resize the swf based off the length/height of the 'Strip out this content" text. I can resize the textbox in the swf via [boxedText.autoSize = TextFieldAutoSize.LEFT;], however, when I do that, the stage size of the swf within the <img src> remains at a fixed 250 height, and as much as I try, I can not find a way to resize the stage. I am under the impression that there is only one main stage, and trying to change the size of a secondary stage within an imported swf is not possible, but then again, I'm also under the impression that anything is possible in flash.
I understand how to import a swf and add it to the stage. Is it possible (using code) to add the one imported swf to the stage multiple times, each with different instance names? So the same as adding a library item to the stage multiple times, each time with a different instance name, with code, but using an imported swf?
I am a Flash novice who was asked to do a brief training exercise on importing a simple .swf (3D animation) into Flash. However, I cannot figure out how to center the .swf on the Flash stage. Flash always places it in the top left corner of the stage, and while I can center each individual frame of the 50-frame animation by using the align feature in the properties window, I do not know how to center the entire 50-frame clip all at once. Do I have to use ActionScript to do this? And if so, what is the exact code I would need for this, and what exact procedure would I follow?
I've had this annoying problem since CS1 and persists through CS3. If i import an image (either to stage or to library then placed on stage) the pixel size reported in the properties box is smaller by a very small amount. For example, I just dropped a 1005x650 PNG on the stage. The properties box shows this as w[1004.8] h[649.9]. The file is 72ppi in photoshop. Zooming in confirms that the image is shrunk slightly. In this case, the image was same size as the stage and I could see the white background showing through on the right edge of the graphic. It means that everytime i put a bitmap graphic on the stage, I have to correct the w and h in the properties box.
Does anyone else have this problem? Is there a solution? Does it occur in CS4?
I import the actionscript file directly onto the stage as shown here: The class will start automatically when I start the flash. How do I set it so it will start on the 2nd frame instead of the first one.
I need to create an object in code which can then be imported to the stage. Specifically it's a circle with an ellipse cut out of it. The size and position of the ellipse masked out need to be parameterized by sliders, and the size of the circle as a whole is also a parameter which might be dragged out on the stage.
Does anyone have an example of how to programatically create an object in action script which can be imported to the library which can take parameters (or rather expose some methods) which can be wired to other things in the project like a knob or slider?
I've got an application which gives the viewer the capability to create a design then further customize it with their own art, i.e. a logo, which can be a .jpg, .gif or .png. I may narrow the file options down, but right now I'm finding when one prints this design (I have a "print" button as well) any transparent .png file that's in this design prints out with a white "box" that is obviously the canvas on which said .png was designed.
I have a flash file (banner ad) that uses some jpgs that I imported onto the stage. When I publish the file... It won't include the images. If the images are in the same folder as the swf.. it will work. However, just the SWF on its own will not display the images. Any ideas?
It may be a little confusing the way I explain it but here I go. I've been testing in Flash CS5 for awhile and saw it may be something like Photoshop, more specifically while drawing. In Photoshop there are layers which I use to divide parts of the picture such as the hair and the head in two different layers so that if there is a problem say at the top of the forehead where the hair is, the layer dividing the two separates it so when I erase a part of the head the hair doesn't go with it because it's not on the same layer.
Unfortunately in Flash it doesn't appear to work that way...in one layer I draw the head the other I draw the hair, I see a mistake in the head near the hair and I erase it...a part of the hair goes with it...then I have to redraw that part which can be time consuming unless I want a relatively bad animation(which I don't) since it's obviously not set as a default in Flash is there anyway to set it as that? I do tend to make quite an amount of mistakes in Flash because of how the brush and such works..
I had a developer who created a flash slideshow which utilized xml to load the image and attach a url to it. The project works as it should except for the urls...which seems to be set to the first one you click on.I am not a programmer, and the developer I was using, died. So, now I am stuck with a file that just needs one thing fixed to work. Any assistance in this endeavor would be most appreciated. If you want to use the files for yourself once they are fixed, feel free.
I seem to be unable to reference flash files in my HTML code that reside on a server different than that of the HTML page. When both the "swf" file and webpage are on the same server, everything works accordingly to plan using either the absolute or relative link to the swf file.
I am trying to follow and create a tutorial which explains how to make a bouncing ball.I am really struggling with the Action Script 3.0 even though the teacher types it in.I am inserting the code so that you can view it.[code]
I'm a student with basic (but growing) knowledge of flash, and for one of my projects I have to create a website in Flash CS3 (an actionscript 2.0 file) which will then be imported in to Dreamweaver and uploaded.
I would like to have a screen with multiple buttons and when the button is clicked different MC's will be imprted into the .fla file. For instance button 1 will import 1_MC, button 2, 2_MC, button 3, 3_MC etc. point me to a tutorial or give me a down and dirty example using AS3?
How do I make a stop all sounds button or set a key on the keyboard to stop all sounds?*I would really like to have the key stop all of them but still like to know how to do both.