ActionScript 3.0 :: SwfPanels And JSFL Files - Making Them Work?
Jan 17, 2011
I'm struggling with getting swfPanels and JSFL files to work. I've tried to get the example on here to work but am having no luck. When it asks to save, I am unable to save the files in the place where it asks to do so, but am putting them in the configuration folder in the Adobe Flash CS5 folder.What do I need to do to make swfPanels and JSFL files to work?
I'm using FDT 3 and Ant to make a jsfl file that is then executed to compile fla's and I'm trying to figure out how to get the jsfl to remove the aso files. I've tried storing the path to the aso files in a property in Ant the is then added to the jsfl when its created and it works to remove the aso file but it means that everyone must edit that property to fit their machine, we are using Macs and Windows.
My question is, is there a way to have jsfl find and delete the aso files?
Since Flash 5.5 by default saves files in 5.5 format that's incompatible in 5.0 editors we need a way to save .fla files in older format with a JSFL script. Can this be done? How?
Background: One of our developers installed the Flash IDE 5.5 and ran a modifying script on hundreds of fla files that we have. The changes were ok, but the file save format was not. It automatically saved the 5.0 files in 5.5 format that can not be opened on the 5.0 IDEs.
We could restore files from backups or he could go trough each file manually saving them with the save as dialog. I'd prefer to find a way to batch save .fla files in older formats like Flash IDE 5.0. JSFL would look close to optimal, but I could not find a way to save the files with specific flash version in mind with it.
Is it possible to execute a jsfl function from a jsfl file instead of a full string with MMExecute? And above of that how can i change the base class with jsfl? i created a panel to create certain displayobjects but i really need to change the base class instead of the normal class name.
I have 1012 different sound files named Sound 1, sound 2, sound 3, etc. On the second frame I created a storage movie clip to house them all. What I need to do is add a layer for every sound in the MC and add one sound to each one. Now instead of making 1012 layers by hand, is there a JSFL file I can use to do it for me?What it needs to do is add one layer, add sound 1, and hit stop in the properties. Then it should add another layer, add sound 2, and hit stop in the properties.
I'm writing a JSFL script to export animations from Flash. I iterate through every frame in the timeline, and for each frame I go through every element in every layer, and write each Element's symbol name and matrix values out to a file. The problem is, if you've created animation using a motion tween, the exporter steps through every frame but sees the same matrix values for each Element in every frame. This is where I hit the first problem: Iterating through the timeline in this way doesn't seem to work. I can't see any way of getting the right information out for each frame.
There is a workaround: Namely, selecting all the animated layers on the timeline, and selecting "Convert to Frame by Frame animation" from the context menu. Then you run the exporter, and then you have to undo the "Convert to Frame by Frame" animation in order to continue working on the file. That's pretty messy, so I tried to automate the process, by having the export script perform the convert to frame by frame. When you perform the action, and look it up in the History window, Flash tells you that the JSFL command it used was the following:
So I was messing around with JSFL, and I wanted to set the storke to None. That should be done like this:
var stroke = fl.getDocumentDOM().getCustomStroke("toolbar"); stroke.style = "noStroke"; fl.getDocumentDOM().setCustomStroke(stroke);
[Code].....
I get a solid storke with aRGB value: 00 00 00 00 (0 alpha, 0 red, 0 green, 0 blue). (Which normally is impossible using the color-toolbar)
If I execute that command once more, I get the right stroke color! (It also works if I have any normal solid color. If the stroke is a gradient or bitmap, nothing happens).
As I mentioned, there have been NO problems at all with setting things for fills. ONLY strokes.
I have run across a strange problem. When I load products2.swf by itself, I can call the two "copy" files and everything works. When I open 0342.swf (the index page), I can switch between the home and products2 pages, but I can't view the "copy" pages.I'm guessing there may be some sort of conflict with variable names, but I have been messing with it for most of today.I have uploaded all of the FLA files to here:[url]....
If you make an swf file out of each of the attached items, and open the 0342 file, you will see what is supposed to be happening.
on (release) { if (_root.currMovie == undefined) { _root.currMovie = "home";[code].....
that is just a part of the hole function, but I think it will be enough. It traces "lele" once, not when mc enters a new frame. I've also tried to call it with different ways like:
how I can make a certain code that works on the time line, work when placed inside of a MC? I know my question is too vague but my code is huge and if I post it it's going to be more difficult than if I can just get the logic and change the code my self.
In my current project I need to create a bitmap from the last frame of a video. For this I use: Code: var _vidBitmapData = new BitmapData(video.width, video.height, false, 0x0000ff); _vidBitmapData.draw(video); var bmp:Bitmap=new Bitmap(_vidBitmapData)
This works like a fairy in wonderland if I create the video with dimensions matching the stream: Like Code: video =new Video(1280,800)
However, when I change the Video's size on receiving the onMetaData Event according to the actual streams width and height properties, the capture i get from _vidBitmapData.draw is still in the dimensions of how I created the Video. So if I do Code: video =new Video(10,10) and then private function onMetaData(metadata:Object):void { video.width=metadata.width; video.height=metadata.height; } I get a nice display of the video.
However when doing the Code: var _vidBitmapData = new BitmapData(video.width, video.height, false, 0x0000ff); _vidBitmapData.draw(video); var bmp:Bitmap=new Bitmap(_vidBitmapData) I get a 10 x10 px image....
Flash CS5 on Windows 7 I have a problem with a project I am creating. I have created 3 buttons which when clicked open other movieclips for each button. On each of the movieclips that the buttons send them to, all have a back button to return them back to the original view.
This back button works fine apart from once they are back at the original view, the 3 buttons stop working.
I'd really like to use this package in Flash as3:[URL]... I've copied the source and saved it as a file called MP3Loop.as. In the same folder I have a .fla with some code in it like this:
var looper:MP3Loop = new MP3Loop(); So far as I can see this should be all I need to have a play with the package, but it doesn't seem to work. Instead I get this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at MP3Loop/initUI() at MP3Loop() at loop_test_fla::MainTimeline/frame1()
There are enough examples on the internet to learn how to make your own Class, here's an example of what I did, it is saved as a seperate *.as-File:[code]The Idea is that I can add a bunch of descriptions (for multiple persons) to an holder array, which allows me to do more with them.Actionscript has no idea what this "Character" is. Instead I'm getting the Errorcodes
-1046 (Type was not found or was not a compile-time constant: Character)
-1180 (Call to a possibly undefined method Character)
I am creating a Flash header for class and two things need to happen - One, it needs a stop and start button, and 2 it has to be clickable.I have the code for each one and they do work separately, but when I try to apply both, only one will work. Here are the codes that I am using:For Stop and Start
Actionscript Code:
Original - Actionscript Code start_btn.addEventListener(MouseEvent.CLICK, startMove);
[code]....
I have tried reversing them in the actions panel but to no avail.
I've made a game for viceland, and as always when you make a good game, lousy free-game-portals plain steals it and puts it on their site.So now i'm trying to take a few actions to prevent this from happening. One thing is that i'd like the swf to check which domain it's being viewed on. I thought you could check which domain the html/php is on somewhere using SYSTEM.SECURITY or something. But i don't find any.
When I test the site with the preloader.swf file I made for it, it loads, but then some of my button functions do not work in the site. When I test the site fla file everything works fine. I have been trying things out with the preloader code, but not sure what would cause this.
This is my preloader code: var l:Loader = new Loader(); l.contentLoaderInfo.addEventListener(ProgressEvent .PROGRESS, loop); l.contentLoaderInfo.addEventListener(Event.COMPLET E, done); l.load(new URLRequest("sample.swf")); prog_mc.stop(); function loop(eventrogressEvent):void { [Code] .....
i have some question here.. Umm i want to put all of my swf and exe files into CD ROM, but i have ever seen that exe flash files can be able run on CD ROM, if i copied that files into my harddisk, that appear alert that "Please use the CD ROM to run this application".. Do you know how to do this?? is there are some script that detect if CDROM then or whatever?..
Im using the following script in the main timeline frame and I've got many buttons inside the buttons_mc.How do I change this script to make a button which is inside the buttons_mc work with a scrollpane.
so I'm making this tabbed interface, but somehow for my third tab, after i drag and drop stuff that are in it, I can't click on previous tabs (as in they don't do anything anymore). Here's the following code for my third tab:
How do I make the actions contained in a movieclip work on the main timeline? For example. In the movieclip, I have some buttons and I have an "Actions" layer there which contains all the functions of the buttons, listeners and such.
I placed this movieclip on Frame 1 of the main timeline.
When I run the program, I'm able to hover my mouse over the buttons and it changes to a "finger" cursor as if they can be clicked on, however, when I click the buttons, nothing happens. It's as if it's not recognizing the Mouse Click event listeners I put on the buttons in the "Actions" layer of the movieclip.
i want when press a button on that flash header the test.php is redirect to another php page without the flash header be reloaded , and i actually made it but with form buttons and ajax ofcourse , so all i need is when the flash button is clicked a javascript function in the test.php work ?? --> here is my try : i passed a url variable from flash to the same page to say which button is pressed through this code
ActionScript Code: var vars:URLVariables=new URLVariables(); var url:URLRequest=new URLRequest("test.php");
I'm pretty much a beginner at creating websites in flash. I've used flash to animate before but that's not really worling in this case. Basically, I'm just trying to make a button that's inside a movieclip go to a specific frame within the movieclip it's in. This is the error message I keep getting:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at FinalKai_fla::MainTimeline/makebtn() at FinalKai_fla::MainTimeline/frame1()
im just starting to pick flash up again and am working on making an emulation of a cash register from work so that new staff can take it home and learn where all the drinks are etc.. However i am having great difficultly getting back into the swing. The main thing i cant get my head around is i plan to have a variable text box which keeps the orders (already pressed buttons) then totals them up.
I could create a program for him in flash which would be able to play sounds corresponding to keys on the keyboard, but split in to 3 groups, and only 1 sound from each group can be playing at a time. I don't know that much about as3, and I told him this but said I would try anyway. The first thing I came up with was this:[code]In there, there's nothing to stop the sounds overlapping or looping like in my other solution, also it's obviously a lot less compact, but I sent it to my friend like that to see if it would at least play instantly. The response I got was that, although the lag was noticeably less, it was still present.