ActionScript 3.0 :: Get Button To Appear AFTER Cuepoint
Jul 1, 2011
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.
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{
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'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');
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'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 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?
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?
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'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 have a menu with five nav buttons (atcually MovieClips). Each has three frame labels: "on", "stay", and "off". The rollover and rollout animations play flawlessly, but I'm at a loss as to how to give each button a sticky "active" state. I'd like the button to stay in it's active state until another button is clicked, then I would like it to play it's "off" animation. Each MC has this code:
I want to take a static text field, convert it into a button, and use it as a button. I need it static, because I changed orientation, and I do not know how to do that otherwise. The problem is, even though I converted it to a Button symbol, it does not work when I test the movie. It works fine with "Enable simple buttons", but when I test it, the button is not there, no change in mouse cursor, no reaction at all.So this is what I did:
Made text. // static, not selectable, Orientation: vertical left to right, / //rotated; Two filters: Drop Shadow and Glow;
Converted text field to Button - Symbol (scrollBT)
Editing the Button,I put the same content (the static text field) in all four frames: No luck, not working. without the Hit frame filled (which I think doesn't really make a difference): No luck, not working.Tried again, converting the static text field in the button into a Graphic Symbol: No luck, not working.Tried again, and put some differences in the frames for "ON" and "OVER" etc.: No luck, not working.Tried again, duplicating a similar, working button, edited it, and: No luck, not working.
To the button itself and the AS: The button will be a scroll-button for a text field, with different scroll speeds on rollover and press, but nothing else. The code for that I have (I think). It's something like (and please excuse my incorrect syntax here, but I'm typing from memory; still, I use the Script-Assistant and my syntax is apparently correct; it's also working with other buttons):
on {rollOver} { function (scroll) { textfieldtxt.scroll - = 1;}[code]....
I'm at the end of my wits. The only difference I can tell from other (working) buttons I did the same way, is that the scrollBt does not do anything except scrolling, while all of the others have frame actions (gotoAndplay etc.) associated with them.
I'm working on a project, and it's going OK. What I want to do is for the user to rollover a button/object, and a little pop-up box will show up, and it will have some text/photos/... Pretty routine stuff. That I can accomplish without a problem...
Now, what I want to add in there is also a hyperlink that will open a Web page in a new window. And that's where I get stuck. It won't let me.
I assume it's because part of the rollover thing in the button symbol. That's how I'm doing it so far.
So, is there anything I can do going that route, or do I need to take another approach?
I'm thinking the other option would be to create a movie clip, which would hold the pop-up box and the photos and the like, then make a button within that which would hold the hyperlink. Then, I could create an object right on the timeline with a rollOver that would trigger the movie-clip instance.
i have to generate a button dynamically... and have to keep a click handler for the same how to write script for clicking buttonim using following code for creating button dynamically
So I had an interesting request from a client the other day. Basically, he wanted the button (which looks like a sticker) to peel off as the mouse approaches the button. So from the outside of the hover point, it would peel a little. As the mouse gets closer, the peel animation would peel more (or less, depending on the mouse position) until it is 'peeld' off the page and sort of hovering above the background when the mouse is finally over the button.
Does anyone know of some custom classes that might achieve this? It seems like it would be making use of the new 3D in flash10, but I haven't had much time to experiment with 3D in flash.
I'm trying to create a set of 4 vertically arranged buttons that 'split' apart when those buttons are pressed. For example, if you click the topmost (1st) button, the bottom three buttons will drop down so submenus (for the 1st button) can now be revealed beneath. Again, when you click the 2nd button from the top, the bottom two buttons drop down, revealing submenus, and so on.
Now, is there a way that I can use actionscripting to tween the buttons to not only motion tween a drop down when a button is first pressed, but also to motion tween the button to return up to its original spot when another button is then pressed? Right now, I have two keyframes, side-by-side which each containing a different y-scale value for an object. Can I do some actionscripting to get the object to motion tween upward to its original spot instead of "clicking," or snapping back to is original spot when another button is pressed?
I want the press button to detect the last button pressed and if the shapes match, make them do something...obviously. I think I'm going at it the wrong way. I need to stick a "triange" id into the button/mc then if compares that and then if there is a match works then... right?
i'm trying to use if statements but can't get this thing to work i want to check if another button is visible on release of a button to determine what action to be taken.the 'gotoAndPlay("firstscene",1)' is just there as an outcome, will be changed later. anyway this is the code i've got on the button i'm pressing. blobyellow2 is an instance of a button blobyellow is it because it's an instance that it's not working?
[Code]...
edit: sorry forgot to put what's wrong with the code. it acts as though the statement is correct no matter if it is or isn't.
What button event should I use to make the program understands to DO SOMETHING only when the button is pressed/dragged. In my sample code below, I want something to happens only if the button is dragged beyond 200 in y axis. I tried onRelease, onRollOver and onDragOver but still not working
If I have say 7 buttons, each containing text that changes color on rollover using the "Up" "Over" and "Down" keyframes in the buttons' timeline. Is there a simple way to get the button's text to change color when clicked, stay that way, and then change back to the original color once one of the other 6 buttons are clicked?
The only thing I can come up with is writing pages of code for each button that changes the color of every other button regardless of whether it was active.
i'm designing a website in flash8... now i have created some buttons, and i want that when i click on the button stars will fly from them and there will be a sound... i have already created the animation of the stars seperatly and it's in the library, i have also the sound file.... i just can't remember how to put everything together.... when i'll press on the button the stars will be flying from the button and the sound will play?
ActionScript Code: var currentLink:MovieClip = a_mc; //buttons mode[code]...........
when i click on the button the alpha of this button will be 0.5 , when i click on another button the alpha of the previous button is still 0.5 , and so if i clicked on all buttons the alpha of all buttons will be 0.5,,,i didn't want that , i want when i click on the button , alpha return to 1 for the previous button .