ActionScript 3.0 :: Timeline Actions Ovverriding Actions In New Frame?
Jun 19, 2011
I have a series of frames one the timeline. Each frame has a graphic and a mouse click leads to the next frame. Think Myst.
[Code]...
When the middle frame is returned to, clicks no longer change anything. I believe that the actions of the 'left' frame are replacing the one's in the middle frame so then it is told to gotoAndStop to itself.
I'd like to know if that is indeed what is happening and how I can make it stop.
1. Can i put another set of actions in frame 2 of the actions layer?i tested but it doesn't seem to work..it has 836 rows of code and it's getting annoying when tryin to search for a function..
2. I am not that familiar with classes, i usually put all the code into movieclips or in actions layer.. i am not sure if i can call a function from a actionscript class..
3.I am curios if there is any way i could specify an alternative for the if statement like in this pseudocode:
if ( apple is not clean BUT is tasty) { eat(apple) }
For some reason, I can't get any actionscript on the timeline to work. Even something as simple as stop(); on frame 1 of the movie has no effect. I don't get compiler errors either. Now I have noticed that in Edit-Preferences-Actionscript-Actionscript 3 Settings, the Source Path, Library Path and External Library Path are all empty.
I'm an animator trying to use actionscript along with timeline animation.The setup is flock>fly>wings flock movieclip 30f long, the script looping, starting multiple fly movieclips at different points.
fly movieclip 30f long, controls wings0 movieclip timeline (3 frames, each with a movieclip). Frame1: wings0.gotoAndStop(2) Frame24: wings0.gotoAndStop(1) Frame48: wings0.gotoAndStop(3)
From flock timeline I'm trying to override actions in fly3. to call a different wings0 animation.
my first post one here so i hope someone can be of assistance.I have been using actionscript 3.0 with no problems for a couple of months, but i suddenly encountered a problem that i can't get beyond now.when i click on 'actions' my timeline collapses. This happens whether from right clicking on my timeline or selecting it from the top menu.Since this has happened i can't find a way of bringing up the actionscript screen.
This is maddening - I'm clearly missing something about how actions relate to the timeline.I some actionscript on Frame 1 of my movie that changes the color of a movieclip on the stage on MouseOver/Out. I then have actionscript that takes you to Frame 10 when this movieclip is clicked.Here's the problem: On Frame 10, I DON'T want the MouseOver/Out actions to execute, and I have cleared the keyframe containing those actions on Frame 10 - there is no actionscript detailing MouseOver events what-so-ever on Frame 10. Yet, these events are still occurring, which leads me to believe the movie still thinks it's on Frame 1, even though it's showing Frame 10.Is there some method of clearing any existing Actionscript from previous frames when it reaches a new frame (I thought clearing the keyframe was supposed to do it, but apparently not)
If I have a movieclip in my library with some animation on the timeline and actions as well (stops, calls to other methods, etc.) and at runtime I add this clip to the display list, everything works as expected. The actions in the timeline of said clip are fired.If however, I load this file into another swf all the actions in the movieclip are ignored.Attached is a demonstration of this behavior. simply runnning Child.swf on it's own will show nothing as there is a stop on the first frame of the attached clip. However run the Shell.swf (which loads Child.swf) and you'll see the animation of the movie clip. There are no calls anywhere telling anything to start playing. What's worse, the method call further down the timeline and the stop and the end of the timeline are also ignored. Compiling these files and looking at the Output window, you'll see the trace from the method "__testCall" is never fired.Is this a bug with the Flash Player?I've had to use addFrameScript as an alternative to actually having the actions on the timeline. lame.
I am new to FLASH and have created a rotating banner for our website with 5 roatating images with 5 invisble buttons linking to 5 landing pages. And it works the first loop through. However when it gets to action 5 for my last image, that link continues for all the buttons is subsequent loops.What do I need to add to my code to get the actions to loop like the timeline is looping? Code used for the links. This is the link that continues after the first run of the banner:
var url5:URLRequest = new URLRequest("http://www.facebook.com/MoDOT.KansasCity");, onStageClick5); stage.addEventListener(MouseEvent.CLICK[code]....
I am like a new-born-newbie when it comes to Action Script 3.0 (or any other version for that matter). I've been trying to learn it by myself for the past week and a half using manuals and other sources but it's not so easy as there are many concepts that take some getting used to (I've never done programming before). So I ask of anyone who is kind enough to give me a hint or point me in the right direction. I am sure this will seem like a very easy and probably stupid question for the well-informed but it has been eluding me for the past 4 days.
I am making a website (I should say it's pretty much finished except for this one detail) it's simple and short. Nothing very fancy. There are 8 buttons in total for the main navigation (4 buttons in English and 4 in Chinese, each language group in their own set of frames)
the button that serves as a link to the Chinese translated version of the site is supposed to go to a particular page, depending on which page the user is in at the moment (example: if it is in the portfolio page in English, when clicking on the Chinese button it should go to the portfolio page in Chinese and so on). Likewise with the English button in the Chinese version pages.[code]...
I've got a little movie player class that loads and plays swfs given a url string.However, in some of my swf's for example there are Actions on certain frames to stop() certain movieclips. But they aren't getting executed when loaded with my class therefore some of those child clips will keep looping until the movie is over. Is there a way to instruct Flash to execute the timeline actions of a loaded swf?
Don't ask me how, but I've made my Actions Frame way too long and I can't drag it up high enough to size it correctly. Consequently, I'm not seeing the end of my code without adding a whole bunch of empty space.
I've done a website with different pages using the Loader component. On one page I have a movieclip that has different images (like a slideshow) that fade between each other. I'm trying to add an action to make the movieclip pause for a few seconds between each fade. So I've added this action between each fade (in a layer, above the graphics layers, that only holds actionscript):
Am I right in thinking this is happening because it's still trying to execute actions that were happening in frame 1 (fading in of movie clips using transitions) when it goes to frame 2? If so, how do I stop these actions so this error doesn't occur?
This is killing me, real simple. I have an mc that has 12 buttons on 12 layersall btns have alpha tweens for 10 frames so the appear like thisbtn 1 alpha fr 1 to 10btn2 alpha fr10 to 20btn3 alpha fr20 to 30 and so on.
This is just a stripped down version of my problem that im using for troubleshooting purposes. I thought id try and make up a basic script to get the core of it working and then apply it to the file that im having this problem with later just to simplify things.So what im trying to do here is that ive got a MovieClip in my library called mc_brian that ive exported for action script with the class of Brian. The mc_brian movie clip has 2 frames, both with stop actions on them.So ive created my variable newBrian and loaded the Brian class into it, positioned it and added it to the stage via the addChild display object.Then im assigning newBrian an instance name and tracing the instance name, which of course returns "brian1":
Code: var newBrian:Brian = new Brian(); newBrian.y = newBrian.x = 100;
My flash movie has the following actionscript which makes several leaves fly across the screen....I would like to be able to stop this action completely once I get to a certain frame within my movie....
I am using an external .as file for my code. How do I add actions to a button that is not on the stage but its on another frame in the movie (one that user access later). What is the best practice to add actions to items not present at the start? Of course I could make another copy of the button on frame 1 and add it off the stage in the invisible part. This is what I was doing till now. IS there another way to do this, a more ethical way?
I'm loading an external SWF("slides.swf") into a AS3 UILoader component on the main stage with an instance name of "loadWindow" when the user clicks a button.I'm also monitoring "slides.swf" loading with preloader script. When the movie in the UILoader is completely loaded, I want to advance it (the movie within the UILoader) to the next frame. In AS2 it was easy to reference a swf loaded into a movie clip... the nested movie's root took the place of the MC's timeline.
stop(); load_btn.addEventListener(MouseEvent.CLICK, loadFile); function loadFile(e:Event):void {
I've heard a few things that people recommend not doing unless you absolutely need to. I'm new to actionscripting. I come from a PHP/Javascript background. I was wondering what kind of things are good and bad.I heard using scenes wasn't a good idea. As well I heard that putting actions on frames outside of the first frame isn't such a good idea unless you absolutely need to.I'm curious what good practice is for working with amfphp. Should I make an AMFPHP class in flash? Do I avoid putting functions into the frame actions
I have an event listener for a mouse click in one frame, then I go to another frame.There are no action so mouse clicking should not do anything, yet for some reason clicking the mouse does the same actions that the previous frame had.How can I stop the actions from being carried over to the new frame?
I had a simple swf with enter frame event that would move an object. everything worked ok , then I changed the framerate from 12 to 24fps. No everything is still working ok, execpt the movement in the enterframe event seems to be working at 12fps still...
ActionScript Code: function performonenterframe(evt:Event):void{ character.x += 5; trace (character.x); }
the trace now would give me 5,5,5,10,10,10,15,15,15 etc...so the event is kicking in every frame but it is moving the character every third frame only...
Am I right in thinking this is happening because it's still trying to execute actions that were happening in frame 1 (fading in of movie clips using transitions) when it goes to frame 2? If so, how do I stop these actions so this error doesn't occur?
Lets say I have 5 instances of a movie named BB1,BB2, BB3, BB4 and BB5 and I want to say move them 5 pixels to the right. Is there a way to do this in one statement and not have to post it 5 times? asically how can I shorten this to one instance to affect all of them?
Second question is, let say I want to create a Movie with different actions in each frame. then I want to continually call that one frame action from a button release. How would I go about this?Action on frame is: _root.MM._x += 5;
Button on stage to trigger this action over and over would be?. I've tried gotoandPlay but it only works once on (release) {
I have this timer code on the first frame of the movie.[code]And I want it to perform this timer until I press a button on the main stage.I found some information about clearing the actions from a movie clip but I didn't see much about clearing it from a frame.
In the first frame of an fla I have the code below, only the functions in red works. When rolling over the second only the first function in blue works but the mouse freezes when attempting to rollout (green). But if I remove the code from the first frame and code each seperate button the functions work.
Any reason for this stop(); btn_shopping.onRollOver = function () { gotoAndStop(2)_root.main_mc.gotoAndStop(1065); } btn_shopping.onRollOut = function () { gotoAndStop(1)_root.main_mc.gotoAndPlay(162); } btn_pen.onRollOver = function () { gotoAndStop(3)_root.main_mc.gotoAndStop(1066); } btn_pen.onRollOut = function (){ gotoAndStop(1)_root.main_mc.gotoAndPlay(283);}
this is a super newbie question, but i can't figure it out. I have a flash project(not mine), where i can find several symbol definitions in the Actions Frame. How to add symbol definitions there? I managed to create symbols by dragging (for example) items from library on stage and then pressing F8. I can get a reference on them in the Action Layer(frame 1) under Scene1, but i would like to know how to add these under Symbol Definition(s). Sorry for the question, but i am new to Flash Professional.
Is there a way of importing my class using the Actions Panel on frame 1.[code]No errors but the constructor function does not run, how do I get this working? (Everything is fine when I use the Document Class box and typ in the name of my class - but I want to do this on the first frame of the main timeline).
If I create a movieclip and inside it I write some actions, for example set values to some variables, how can I retrieve those values to my main action script frame in the stage?