[URL] Theres the example to work with....anyway....as you can see, im loading in movies externally...each on its OWN different level....what i want to do is make it so that when i click a menu option on the left, the current swf loaded on the stage closes and the new one comes up (to avoid the clutter of 10 differnt windows all scattered).....here are my thoughts:
1. have variables on the root timeline that are basically "currentLoaded" and "currentLevel" -- which basically will store the name of the currently loaded swf and the level that its on.
2. each swf would have code on frame one that would see if the 'currentLoaded' varible is blank, and if not...it will close the current loaded swf ....
my dilemma is that i dont know how to change the level dynamically...i know you could do the instance name like this:
I have a movie clip on my main timeline that I want to send to a certain frame based on a variable that can be set from a nested movie clip, and also set from an external swf that will be loaded into the main timeline.So how would I set that variable? In AS2, I would just go _parent._parent...as many levels up as I needed to, but the AS3 equivalent only seems to work one level up.
I just start to give the firsts steps in Flash5 ActionScript, then I would like a pacient help, because I can't to do this.I have an intro (Instance Name: logo) and another movieclip (InstanceName: back).The intro starts(logotipo), on the middle they calls the other movie clip(back in tell target "go"). This movie (back) that would to be the background of the all scene and of the "logo" too.First problem. I want to invert the levels of the movieclips because I want the mclip(logo) always on stage and the "back" on _level0.That can be possible?! How??On the end of the MovieClip(back) I' ve got the action:loadMovie("menu.swf", _level20).The "menu.swf" is a menu bar with the buttons. When I press a button is to change the action of the movieclipe(back) on the _level0.
I have a movie that's 500x400 px in level 0 and has lots of thumbnails with pictures that I want to open. the thumbnails open a 500x400 px movie above the other but on level 1. the problem is that when the new movie loads on level 1, the thumbnails on level 0 (that are now hidden by the new movie) are still active, and if i click anywere in the movie on level 1, it trigger an action from level 0. Is it possible to load a movie to level 1 that deactivates the movie in level 0 without unloading it?
I'm trying work out how I can resize movieclips with actionscript.
The plan is to have lets say 10 movieclips on my stage. You click on one of them and it grows smoothly to 200%, where as the other movie clips all shrink down to 10%.
If you then clicked on another MC (currently 10%) this one will begins to grow to 200%. The previous (currently 200%) will shrink to 10% and the MCs that are already 10% remain how they are.
I am making a basic character selection function for my fighting game.
So, is it possible to have different MC's on the Fighter Class timeline,( 1 mc per frame)and then gotoAndPlay that certain movieclip? (all the different animations within that movieclip)? Or is there a way to assign a movieclip to a class?
I don't know if this should be in the newbie forum. I certainly should be as I'm a 'total tard' when it comes to Actionscript - I've only recently taken the plunge Here's my question - I am using the code below to change the colour of a movie clip and it works fine for a single movie clip:
I have a large deal of fla files that (among many, many other problems) are using a black 0,0,0 RGB for fills and lines. I need the minimum RGB to be 15, 15, 15 and I was wondering if there was any way to automate the process of making these changes. Instead of going in and chaging each fill one by one (which I'll do, but it would be painful) I was hoping there was some way to insert a tidbit of code and have it all change automatically.
This would be similar to creating a batch in photoshop, automating the change of the black from black to a slight grey(with color adjust, for instance), and letting it do it's thing for the thousand odd pictures. While I know the process would have to be completely different for vectors, I'm hoping an example like that clears up the problem a bit.
I am new to AS and stucked in a situation. I have a keyboard in which all grayed keys are single image but another layer have all active keys as separate movie clips. What I need to do is get external variables and make the opacity of relevant keys to 100% rest buttons should have opacity 0
like i receive variables key1= F10, key2= R key 3= pgdwn on flash file only these 3 movie clips will have opacity 100 rest all should have opacity 0. external variables can have any number of variable keys ( like 1 key to full keyboard).
Movie 3_mc is inside the timeline of 2_mc which is inside the timeline of 1_mc.1_mc has an integer variable called var1.I need to change the value of var1 by a mouse event for which the listener is on the timeline of 3_mc.I know that I can change the value of a variable of the parent movieclip (in this case 2_mc) from an event in 3_mc by using;
I've been recently asked to do an interface from this file(view the attached file). The file was from ultrashock, anyway my client wants the interface to appear instead of the circles. Is there any easy way to change the circle to movie clips/buttons? I would also like to have the 3d flower rotated randomly after being selected and the interface will zoom into the selected link and the sublink will pop up from the selected link.I've been told by my friend that it requires XML but I think there's gotta be an easier way.
and I want to add multiple buttons, not just this one. I figured out by trial and error that I couldn't just consecutively list the instances, I also found I couldn't just replicate the code and change the instance names. I just need to know how to go about having multiple buttons/clips.
I'd like to control a movie clips current frame by another movie clips action script.I realise the following controls the outside (root) frame time line:
on(release){ _root.gotoAndStop(1); }
but I'm not sure how to apply that to my other movie clip. I'm guessing it would be something like this:
As most of you don't know, I've been creating an rpg game. And, after several tries of art making, etc, I have finally moved back into coding the game. And now, I'm stuck on the equipment system idea. At first, I thought I would just place a bunch of goToAndStop's for each movie clip to go to a frame that has that certain armor piece. This was my first idea for an equipment system. However, after doing some research, and realizing how much lines of code could be saved, I started looking into simply adding and removing movie clips from the character as my new equipment system idea. Now.... on to the problem.
Basic want/ overall achievement wanted: Create an equipment system, which will basically attach movie clips (items) onto characters, which themselves will already be attached movie clips on the stage.
Problem: What is the exact code to do this? And Is there a better way to do this for an equipment system (a less laggy or more efficient way perhaps that I'm not seeing; Check the code below to get a better idea of what I'm talking about)?
Part of the code (or basic idea of code; see comments for extra details
code: //Don't worry I have an OnEnterFrame function here; //attachedObj= the character; figure= the MC name of the character; attachedObj = attachMovie("figure", "figure"+1, 1);
I have multiple movie clips on stage (all in separate layers, of course) as well as buttons on stage to play each movie clip. There are buttons inside each movie clip. The problem is that the buttons inside the top layered movie clip work, but the others in the movie clips below don't.
How would one go about masking movie clips that are nested within other movie clips?
I have a photo gallery slider type of thingy that loads jpegs with loadMovie into containers. I can mask the entire movie clip but as for the containers,...well I just dont know whats going on here.
1. I would like to be able to delete one by one the new movie clips
2. I would like to move them all together.... First you press the word green and then click in the blue area.... A green cyrcle will appear.. Click the word green again and then in the blue square and a new green cyrcle will appear. I would like to move the cyrcles with the buttons arrownd the blue square... And when I press delete I would like to delete any cycle I choose... The flash is too large to attach it to the forum, if anyone is interested I can send it by mail.
is it possible to change the target level of a MovieClip? So I have two instances of the same MovieClip, both on level0.[code]Basically, now btn2 will disappear, and btn1 will remain visible.
Here's what I'm trying to do (in example form): I have a movie clip called "dude". Dude is animated to walk around, then drop a cigar (all inside the movie clip). But the problem is, dude moves, so if you try and move dude as the cigar is dropping, the cigar moves with him. So what I want to do is create a new movie clip instance called "cigar" OUTSIDE of the movie clip dude right as he's dropping it, so that you can move him without moving the cigar. Get it? I've attached another helpful animation to explain.
What I have right now is, on the 13th frame of dude, a few lines of code that create and place an instance of cigar. In that frame I also have an invisible instance of cigar for me to duplicate. Inside of the cigar movie clip is the animation that makes it fall to the ground. I need to change that code so that the instance of cigar is created outside of the movie clip dude. Here's the code I have now (inside of dude, on frame 13):
I have a problem stopping multiple clips. I have created a presentation using flash and I have many movie clips which have sub movie clips inside of them. Ok lets look at one movie clip in detail. Inside one _root movie there are multiple sub movies; each with a different movieclip labels (each movie clip is named with unique labels ie. north, south, east, west, and What I need to do is be able to STOP all these sub movie clips with one stop, and in turn PLAY these same movie clip with a second action.
The only way I know how to stop all these sub movie clips is to target each and every one individually.
What I'm trying to do is have my Flash piece have custom elements set by an XML file. I'm using ColorTransform. I have a piece that's loaded as a separate movie clip, and I can't figure out how to get to the piece and apply the ColorTransform.
Here's one example of what I'm doing for a different element on the same mc.
[code]...
So, in this example, I'm setting header_mc to a color specified in the xml. In the case I'm having trouble with, I want to set a color to a movie clip on the timeline and not the main movie
I am setting up a flash game with seven toggle on/off buttons that all do the same thing.I know how to assign them all to be able to do the same function in the main timeline. What I can't figure out is how to get them all to also do the same function within each of their respective movie clips.
Let say A is the main movie and B will be a external swf file that i'm going to load into A movie. The problems is that, some actionscript(AS) in my B movie is not working anymore after i load it into A movie. I believe that the AS in my B movie is not working anymore because it is refer to A as the _root instead of B movie as _root. This can be a common problem. So, i wonder what should i change in the B movie AS in order to make it work in A movie.
I've been trying to reproduce an animation effect I've seen on the Armani website, but I'm stuck trying to duplicate an empty movie clip with image loaded into it. The duplicates exist and I can move them, but they are invisible. Since the duplicates reside on depths above the intitial clip I'm confused about why they are invisible. The duplicates are scripted to follow behind the initial clip - each offset by 30 pixels (though I don't have that working perfectly).