ActionScript 3.0 :: Stop (); Command Won't Work On Mask
Nov 15, 2009
I checked out a lot of sites but can't figure out how to do this. without the mask my animation of a button growing bigger works well, the stop command is respected. But i want an image inside the form of the button that grows larger, so i took a picture on a layer below it, and made the button into a mask. visually, it works fine, but it loops, since the layer in mask mode doesn't respect the stop ();
I am using CS3 actionscript 2. I am having trouble with the preloader. It works, but it is causing the stop commands throughout the rest of the movie to not work. I know it is the preloader because when I remove it, it works. It is just a basic preloader. index12.fla has it with the preloader and index13.fla doesn't.[URL]...
Well i have an adobe air which runs vlc-player at background as service. i check that in Windows Task Manager , the service runs when air application launches. here is the code
processArgs.push("--extraintf"); processArgs.push("rc"); //Remote control processArgs.push("--rc-fake-tty"); //Use terminal as output
I have a movie clip with a stop command on frame 1 and a stop command on frame 20.I'm trying to have two separate buttons that tell the MC (onRollOver) to play forward or to play backwards.
The actionscript on button #1- PHP Code: on(rollOver){ gotoAndPlay(_currentframe +1);} The actionscript on button #2-
I have a project where i have 5 buttons (all on seperate layers) that i want to link to frame 2, frame 3 frame 4, frame 5 and frame 6.So for example i want my about button to link to frame 2 and latest news button to link to frame 3.The seperate pages are housed on the 'page layer' layer.I am using the built in code snippets in cs5 to do this, therefore i am using the 'click go to frame and play' command and changing the frame number accordingly.My problem arises when i use the stop command on the first frame. If i dont use the command the swf cycles through the 6 frames continously, but when i do use the stop command the buttons do not work as the application has stopped.
I have a website that plays video1 when it opens. When you navigate to next page the video stops. One of the buttons on the second page plays video2. The problem is that video 2 won't stop using the same command that made video1 stop.
I am trying to get a handle on the setTimeout command and I can't seem to get it to function at all. As a test I set up a simple movie where two objects fade in, one after the other. But whatever I try, they both fade in together.
I cannot get the clearInterval command to work. I have a panel that is tweening down into the stage about 4 seconds after the movie loads and then I do not want it to happen again. Right now the panel continues to tween in everytime I close it. Right now, the clearInterval is not working.
var down:Boolean; var currentInterval:Number; down=false;
I have several buttons in my Flash file that direct to an external URL with the openUrl command. That always works. However, in some cases I used _self to open the new URL in the same tab, and in other I used _blank to open it in a new tab, but that doesn't work consistently. Sometimes the one labeled _blank opens the URL in the same tab, and vice versa. Is there another way to define whether I want the new URL to open in a new tab or not?
I've inserted a flv video ( from Import to stage) on the 1st fotogram( my homepage), and then I've extended it for 24 fotograms( because I set at the beginning 1 second = 25fps).If I play the video (with the play button of the "flash prebuilt player") without stop it and I'll surf toward another page the sound still playing, how can I fix? I mean I'm in the homepage, I start the video with the play button on the "flash prebuilt player" and if I don't stop the video and I surf towards another page the video disappear but the audio is still playing on the background. Which command ? I've try with stopAllSound(); on the fotogram 25 but it doesn't work and the audio is still playing.
I use stage in my scrollbar: this.stage.addEventListener (MouseEvent.MOUSE_UP, stopScroll); When I load this .swf into my main swf the stage command does not work. I still want to use stage, is this possible?
I do slide presentations on iPad via Flex IOS packager 4.6. The slides are swf's that have to be dynamically loaded at runtime because they change daily. Can't compile them in.
My slides load fine with animations and look great - but the animations on each slide loop. I can't stop them. When I decompile slide swf's I see the stop() commands there on each one. IOS just blows by these stop()'s though (PC doesn't). Interesting that the swf's load at all on IOS. I'd have thought the stop()'s would have prevented that. They do load though. IOS just doesn't honor the stop()'s. Animations play beautifully. Can I stop them some other way? Maybe externally from my main Flex code? Is there a way to stop a Flash animation without stop()? Maybe build the animation differently? Another product I've seen has solved this issue so I know a solution exists. When they play animations on IOS they stop.
I have a photographer's portfolio site in the works. I'm using loadMovie connected to thumbail buttons of each photo to show a larger version of the photo. Here is the script[code]...
Now the photographer would also like to have a next/previous arrow buttons so the user can click through like a slide show. Is there a way to have Flash know what movie is currently loaded and based on that information go to the next or previous?
I have been given a rather long and complicated Flash movie which contains a number of bugs. The one that has me most perplexed is as to why the pause button is failing to stop the root timeline.[code]As you can see, the button also controls various mps "voiceovers", which stop and start correctly, yet the timeline animations continue to play.I have looked through the movie and there doesn't appear to be any Play function overwriting the buttons Stop command.
var sjunkBomb:Array = new Array; for (var i:int = 0; i < sjunkBombMaxAntal; i++) { var bomb = new sjunkbomb;[code]....
Each movieclip sjunkBomb contains an animated movieclip. When the bombs reach the bottom I want to stop the inside animation.I guess it's better to stop them so they affect the rest of the game if there are a lot of bombs. I know how to hide them with sjunkBomb[x] .visible = false; but if I want to stop them? sjunkBomb[x].stop(); doesn't work!?
Within that same MC is a button that tells it to close. However, I run a trace command to it and nothing happens. It seems like the onPress nested in the onEnterFrame is over-riding my button on(press).
I have a movie clip that runs in its own timeline. I want to stop the movie clip from playing whenever the mouse is clicked (in this application I am actually using a touch screen and I want the movie clip to stop playing whenever the screen is touched). In addition, I want the movie to rewind back to frame one so that none of the movie clip images are left on the screen.
I have two movieclips on the stage mc1 and mc2,the navigation for mc2 and mc1 is in mc1 as as3 and MovieClips suddenly now that I've added some tabs into mc2 (new layer, no instance names yet) the navigation code in mc1 has stopped working,if I change the initial stop command to a later frame in mc1 I can navigate back to the first frame and then to one other place in the menu but after moving away from the first frame I can't seem to get any of the buttons to work, its only if the stop command is on a later page that those buttons will workon the main timeline i'm using;
I've used this code to apply a gradient alpha mask: bg_mc.cacheAsBitmap=true;mask_mc.cacheAsBitmap=true;bg_mc.setMask(mask_mc); Then I applied a motion tween to the mask_mc clip. But the motion tween doesn't happen? It only shows the first frame of the motion tween. It does apply the alpha mask though. Why doesn't it show the rest of the motion tween.
I have a little experience with flash so if this is a silly questions I apologize. I have a scrolling panel of thumbnails for a photo gallery that I am putting together. The panel has a mask which doesn't allow the thumbnail buttons to function. When I remove the mask, then the entire page scrolls with the thumbnails -- I do not want this.
I'm having a hell of a time trying to get a custom mask to work on a project I'm creating.
The mask I'm trying to use is applied as a pixel mask on a layer in the photoshop doc I'm working off, but I can't seem to figure out the proper way to get that layer mask imported into flash, to then compile into my .swc and be called from actionscript. (I'm coding in Flex)
Whats the proper workflow for getting a pixel mask imported from photoshop so that when I call:
container.mask = myMask;
It'll show up as the shape I want, and not just a square box the size of my shape?
I have an animation that has mask in it. I'm using actionscript to set the mask.The problem I am having is all the mask after frame 1 doesn't work. When I trace the movie clip name it says null. I know it's because flash can't access movie clip's name because hasn't loaded yet.I have the AS in a .as. I have tried putting the as on the first frame, same thing.
I wish to stop my mask being dragged outside the bounds of the image. The current set up I have is as follows. I created a circle and added a blur; I then exported it for action script setting its class as a sprite with the class name "Circle". I also made my image i was going to mask a Movie clip with the isntance name "mc_bee". In the actionscript I added it to the stage, positioned it and cached it. I tried to add in actioscript to create the bounds the image the mask is making with the code below:
i have a problem with setmask. in my current project i used a thumbnails which are loaded via xml. if user click on those thumbnails then in the stage a movieclip loades an image correspondent to the thumbnail and the loaded image will ba mask itself on the background image that is loaded previously. for that purpose i used onEnterframe in the onRelease function of the thumbnail. but the problem is that when user click on thumbnails it will do the all the jobs but stop loading to other thumbnails.the code is below:
I'm dynamically attaching a movieclip linkage to my root timeline. The linkage has two layers inside -- a graphic shape mask and an empty movieclip for loading images. The empty movieclip is masked by the graphic shape mask.I'm using a MovieClipLoader object to load and manage the preloader for the empty movieclip when it loads images.Why does the mask sometimes work and sometimes not? Would the image type have anything to do with it? Or is it something to do with the act of attaching the linkage and then loading images into the empty movieclip contained therein?
I really need to make this work [URL]. My problem is that when I add an animation to the mask, the buttons that I have inside a movieclip, they stop working as a button.
I have a MC with a text form with several input and combo boxes (flash <=> php) it as a scroll and it works fine, except when I put the MC under a mask. It still scroll's but nothing shows inside the input boxes when I type on it. Is this "normal" procedure for flash or It's a bug of some kind?