I'm attempting to create a graphical representation of the microphone activity in flash for a conference.
I got a movieclip called eqNotch that's just a rectangle and its linkage name is EqNotch.I also have a movieclip where I am writing my as3 on the first frame, its called dynamicBar and linkage name is DynamicBar.
I've successfully written the code for the dynamicBar to create one column of eqNotches and the number of rows is dependent on mic activity.[code]...
I'm, trying to create a duplicate symbol and then be able to drag the symbol around the screen.I have an image - once converted to a button and on the stage as paddock_btn. The other converted to paddock_mc in the library, with a linkage identifier of "paddock".I want to be able to click the button, and create a duplicate, which can be dragged and placed on the screen.Unfortunately, I don't get any output errors here.
Code:
//create a function to duplicate paddock function dupe_paddock():Void { i = i + 1;
what i want to do is, when certain button is clicked, replace a certain symbol(button) by another symbol(movieclip) stored in the library. i try things like loadmovie("","") to replace the symbol from a external jpg, but some how it does not align even both images are exact dimension. can i replace an image straight from the library?
Basically there's an object in a movieclip. I want to find the location of that object in relation to the movieclip, not of the object's symbol. So when i look at the x and y of it, it wont show 0, it will show the x and y location in the movieclip it's in.
if got a question, when designing in the fla, you can create objects convert them to movieclips and then double click on that movieclip so your inside your movieclip. Now i wanted to code everything so no more designing any more just code. Now i searched google for a as3 movieclip in movieclip but cant seem to find anything.
So what i basically want is a code for; the design trick movieclip in movieclip.
Basically, on my stage, the user can select a bunch of different weapon parts and each 'part' has its own movieclip. Once the user has customised a full weapon, I need to give them the ability to convert the entire array of parts into a single movieclip so that I can then use that generated weapon (move it around in a game) without moving the individual parts around.
I'm modifying a flash slideshow (actually the one from kirupa.com) and among other things, I'm trying to get it to generate small LEDs depending on the number of images the script finds in the xml file. I intend to make them light up depending on the image currently up (i.e. image #5 lights up led #5) and allow users to click on the LEDs to jump around between images.
The problem I'm having now is that I can't get the file to generate more than one LED at a time. In fact, it seems to only generate the last LED needed and places it in the final LED position. My only real guess at this point is either I'm not indicating a new depth properly, or I'm creating the new movieclip over and over again but not actually creating a duplicate of it, or something like that.[code]...
I have imported a lot of paths from an Adobe Illustrator document right into a flash file. The paths exists as Drawing Objects inside the scene. Using pure actionscript, how can I move a symbol following each of the lines, without using predefined Motion Guides.
EDIT: I've attached the Flash file, full of drawing objects.
http:[url]....
The question is: Are these drawing objects accessible through AS3 or I should convert them to symbols / whatever format necessary.
I want to be able to drag any of the 4 objects onto any of the targets, right now all I can manage is to allow each object drop onto one specific target only.
I thought by calling all my target names by the same instance name eg target_mc that would work but only one target will ever work.
I want to create a flash movie which firstly loads a selection of images/objects into a portion of the frame. After this is complete, the user can then drag these objects onto another area and the object will be created where the user has chosen. The user can then drag another instance of the ojects onto the area.
For example, there is a background of a lake in one area. A selection of boat pngs are loaded in an area below the lake. The user can drag these boats and place them on the lake. They can drag a boat multiple times if they wish.
I currently have an over, out and click event for 8 different objects. The over and out events are identical for each (tween expands object and then shrinks it back for the out state).I have previously asked for an easy way to declare those events, and now I was looking for an easier way to handle them.
Here's my code:
//-----------GARAGE function growGarage(e:MouseEvent):void{ scaleTweenX = new Tween(map_garage, "scaleX", Elastic.easeOut, 0.648, 1, 0.5, true);
[code]....
I've tried using a single function and then using "this" as the object of the tween but that expanded the entire stage.
when i convert an object to a symbol and edit it into Edit in Place and getting out of Symbol Editing Mode after the change have been made, the edited objects are also showing on stage.
i have 2 layers, called typer layer and plain layer... on the plain layer i have drawn out a shape... like a circle for instance.... if plain layer is on top of typer layer everything works fine. if plain layer is below typer layer the typer does not type.... it doesnt even show up. at present the dynamically created text field into which the typing text will be put into has a depth equivalent to that of a guide inside the component (just a plain mc used for determining sizes etc nothing special) +1 i added 1 to its current depth because if i dont i only seem to get EITHER the circle OR the typer.... whereas if i add 1, i get EITHER the typer AND the circle OR just the circle..but this doesnt make sense does it? i mean if the typer layer is on top then it has a higher depth (ie. closer to zero as depths are currently in the negatives still ) so if i add 1 it shouldnt conflict with anything and i should get it typing and displaying the circle surely?and if it is below then the circle has a higher depth so in this respect if the typer wouldnt work when it is on the bottom i could understand this as the depths would be conflicting and as such the dynamically created text field couldnt be created in the first place because the depth level is already occupied....
im building a full as anything text-typing-component... easily modified and adapted etc...one problem however... i came across a depth issue in testing.... its a little peculiar so you will have to bear with me... i have 2 layers, called typer layer and plain layer... on the plain layer i have drawn out a shape... like a circle for instance.... if plain layer is on top of typer layer everything works fine. if plain layer is below typer layer the typer does not type.... it doesnt even show up....
I have a symbol that contains all the weapons. I placed 6 of them on the stage. I have 6 variables P1Weapon1... P1Weapon2..etc. I need each one to stop on whatever variable matches them. The scripts needs to be on a external as file linked to the symbol. The variables are declared on a external as file linked to the main timeline.
For a hangman-esque game I have a flash document (using CS5, but that probably doesn't matter) that has (or rather will have) a library of 26 movie clips which will contain a letter of the alphabet each. They will be inside their own dynamic textbox, so I am able to change the font, colour background etc. at will. But is it even possible to change more than one instance of a movie clip on the stage at the same time, without getting too complex?
In other words can I put multiple A's, B's, C's etc. on the stage and get all of them to change at the same time if someone guesses a letter? I know that you can change single instances of a movie clip, but for that you need to give each instance a name and I don't know how many of each letter I would be putting on the stage, let alone how I could access them all easily. Perhaps it could be through classes or something? I haven't really covered them before though. Feel free to ask for any more details... I admit some of I stuff I write can be a bit vague...
I read a tutorial a while back about making a symbol for a character's mouth in an animation, and making multiple frames within the symbol, with one for each different mouth position I'd like to use (Open and saying a certain letter, smiling, frowning, etc.). What I can't figure out is how to keep it from constantly animating repeatedly through all the mouth frames on its own in each shot when I just want it to stay in a certain position on certain sequences of frames. I also can't figure out how to select the precise frame I want when it needs to change.
I'm having to import a whole bunch of images, and when I import them to the library, each image gets a symbol automatically generated. However, instead of the symbol being named after the image itself, it just gets Symbol1, Symbol2, Symbol3, etc... Also, the images I'm importing are not sequences, just different/separate images I know I'm going to need to use. Is there anyway (within CS4 BTW) when importing these images, the resulting symbols are named after the images themselves so I can more easily seperate them out as appropriate? And is there anyway to import images into the library, but within specific folder structures created within the library?
I've created an articulated drawing with the bone tool and converted it into a symbol. However, when I drag the symbol into my scene and manipulate it, it changes the original symbol instead of using it as a instance that can be animated independently>
Code: var parcher0:_parcher0 = new _parcher0(); _parcher0 is a Symbol in the Library with the Class definition _parcher0
I want to addChild this Symbol to an MC on the stage like this:
Code: this.pccard0.sprite_.addChild(parcher0)
All good! Except I want to do the same thing, the same way, with this.pccard1.sprite_, and several more. When I do so, parcher0 only shows up on the final, most recently assigned addChild().
Is it forbidden to add a Symbol in this way in more than one place, and if so how do I get around it without creating a raft of arbitrary duplicates?
using AS to draw a shape, or loading in external files to a MC, etc. Basically, they're all overcomplicating it, as far as I'm concerned.
All I want to to is create an instance of a symbol on my stage.Let's say the symbol's name in the library is "picture_mc".How can I create an instance of that on-stage using AS2?