Actionscript 3.0 :: Controlling Main Timeline From A Loaded MovieClip?
Mar 17, 2009
I am building a website in as3. As of now this is what I have. My main file has a button on it and builds a movieclip to hold loaded movieclips.
The file runs and loads about.swf into the main file. When the button is pressed it tells about.swf to play the exit animation.
All of that is working. What I want to happen now is once the exit animation finishes I want the about.swf file to tell the main timeline to load a new movie.
I can control loaded movieclips from the main timeline I just do not know how to control the main timeline from loaded movieclips.
I have a simple swf called site.swf that loads a menu with UILoader called menu.swf, from menu I'm able to navigateToURL but I also need that it goes to frame 50 in menu.swf.
So basically I have two swfs, main.swf and level.swf.. main.swf simply has two frames, first one has the code below to load level.swf and the second frame has some text in it, it's labelled "theend".
Code: var request:URLRequest = new URLRequest("level.swf"); var loader:Loader = new Loader() loader.load(request); addChild(loader);
level.swf is more complicated, it's a little game and blah blah, but the thing is that I have a button (cnt_btn) in the last frame. I'd like this button to go to the second frame ("theend") of the main timeline.
this ex. .fla controls the mc from itself but i would like to control it from the main timeline, ive tried a number of things but cant seam to get it to workthe .fla is here.and the code is here if you dont dl the .fla:
This code is currently contained within my "mc_1" movieclip. I want to be able to have this code on my main timeline, however no matter what I try I constantly get errors, multiple different versions. I've tried adding mc_1 infront of everything, but that just gives an output error about a Sprite.Also, I'm currently using visible to control whether the back image to the textbox should show - What I'd really like to do is control it using a child, but they're movieclips not buttons, so when I try to addChild within the function it errors saying I'm trying to control a movieclip within a simplebutton function.
My script have a list of .swf files and needs to play them one by one. My problem is that i can't detect when the movieclip (containing the swf) completes playing.
I understood that i need to copmare between _currentframe and _totalframes of the moviecip but i keep getting 1 as the _currentframe (my main timeline contains only 1 frame).
Code: var mcLoader:MovieClipLoader = new MovieClipLoader(); var loadListener:Object = new Object(); var container:MovieClip =
I'm having a bit of time getting this to work. Setup like this: Main mov: Nav1 is clicked and loads in external swf. In the swf that was just loaded there is button to call another external swf on the main movie's timeline. I'm trying make a "lightbox" effect. Where you click on the external swf and the screen darkens and a swf is loaded on top of it. Above the loaded swf. Of course on a new layer.
PHP Code: This is handling the swfs that get loaded in EXTERNAL SWF LOADER _root.page_mc.preloader_mc._visible = false; _root.page_mc.preloaderText_txt._visible = false; var mcLoader:MovieClipLoader = new MovieClipLoader(); var myListener:Object = new Object(); mcLoader.addListener(myListener); [Code] .....
I have a main.swf which plays, then stops, loads a dynamic .swf... And what I want is, from either the dynamic .swf or the main one, when the dynamic .swf is finished, the main .swf will continue/play.
How would one on a specific frame inside a movie clip cause the main timeline to go to a certain frame label?
I know how to use gotoandstop(), but i can't seem to find a working, correct syntax variable that accesses the main timeline and not the movie clip's timeline.
I'm in the process of designing this site as a portfolio for my art and am in the process of creating and laying out the galleries. My idea was to create movie clip animated buttons that would react to the roll over stuff. I got that part to work the way I wanted it. But now, I can't seem to figure out how to put a "Gotoandplay" type of code on the buttons so that the timeline would jump to the appropriate frame and play. (I put an "on(release) gotoandplay" on it the way I would put it on a button but it never responds. I have a couple of buttons that work fine with a "geturl". so I thought a "gotoandplay" would work fine. If this can be figured out in a way that I can easily use it for all buttons with just the frame number needing alteration, that would be best. After you click the splashpage door jpg, there will be a piece of paper on the floor. That is a button which should trigger the animation that starts at frame 114. When clicked, the page lifts up and spread open to two pages. But it never reacts
i've made a drop down menu that works fine as it goes for dropping down when moused over the button which triggers is menu. but when im trying to add functionality which is triggered by the nested buttons that drop down i cant control the frame position of the main timeline does anyone know how i can do this.
Ive been having problems getting buttons within a movie clip to control the main timeline and switch scenes. Ive tried everything from _root.gotoAndPlay to with(_parent) and such.
is it possible for a loaded swf to control the timeline of the main swf or even to tell the main swf to unload the loaded swf just by pressing a button in the loaded swf.
So I have been trying to figure out a way to control multiple clips using the same "on press" & "on release" statements located on 1st frame of main timeline. A variable is being set to a value that correlates to the name of each movie clip as an interaction occurs.Ex: user clicks from a selection of buttons & depending on the button clicked it sets clipNum = "1" through "21".What I want is to have something like the following code that will give the user the ability to click and drag the clip with code on the main timeline similar to the following:
I have a loaded swf file that is a short animated intro I am using he addChild method. I wold like it to simply move the timeline to a label "menu" after it has played. This is the cde on my main Timeline:
stop();import flash.display.*;import flash.events.Event;import flash.media.SoundMixer; var Xpos:Number=0;
I simply want to assign a variable to the current frame of the main timeline (not movieclip timeline) I already know about _currentframe and it doesn't help in this case.
I am in the learning process. Working with FlashCS5 and AS3. if the issue appears to be too simple for you. Placed a movieclip(mcassessJohn) on the main timeline and moved to the frame labelled "johnFeedback" in the movieclip timeline using the following actionscript code.
So im creating a site for a friend and I have placed the menu inside a movieclip so the buttons are inside the movieclip. This the script i have tried :
I have buttons that load movie clips when you mouse over them and unload the movie clips when you mouse out.[code]the problem is that the movie clips aren't necessarily playing from the beginning when you mouse over, since their timeline is independent.How can i specify that I want to add the instance of the movie clip to play from frame 1.I've tried using the gotoAndPlay method with the frame number/ label in parenthesis afterwards and got an error message..I've looked through multiple tutorials on controlling symbols using AS, and i still can't get this to 'click' for me.[code]
I've just swiched over from FL8 to FL CS4 (3 days ago). I'm learning AS3 at the moment but am on a deadline with a project (a bit over it actualy) which uses AS3
I have a movieclip (container_mc) on the main timeline which holds all the animation and a timer (timer1_mc).When container_mc reaches frame 2 it stops and a timer (timer1_mc) starts running.When the timer finishes, container_mc should continue to the next frame.The code I have to do that (from the timer1_mc) is:
if (d> 260) { parent.container_mc.nextFrame(); trace("blabla");[code]....
This doesn't work, it gives me the error 1119: Access of possibly undefined property container_mc through a reference with static type flash.display:DisplayObjectContainer.
My stage is empty except for an MC with a simple animation and an AS 2 layer. There is not a button or user interaction that engages the MC. I want the MC to play when the timeline reaches the frame with the AS. My MC has an instance name of 'blueMC' and here's the AS I've tried:
blueMC.play(); _root.blueMC.gotoAndPlay("2"); on(load){ blueMC.play(); } onClipEvent(load) { blueMC.gotoAndPlay("2"); } Shouldn't it just be this?: MCinstanceNmae.gotoAndPlay("Frame# or label");
Im really struggling with controlling a movieclip (frame-by-frame images w/ stop(); actions) by using the mouses horizontal position on the main stage. So basically I want to turn my stage into a showreel of images. Lets say the stage is 50 pixels; i would want some kind of code that would divide up the total length of my m/cs timeline, in order to show the first frame of the m/c when the y-axis is at 0, the last keyframe of the m/c when the y-axis = 500.
I have tried to use rollover commands on (miniscule) hit states covering the entire stage, but there must be a better way ( i plan on updating the images m/c a lot) ie. a lovely big chunk of confusing code?
Im trying to produce my online portfolio but for that i need to play movieclips backward and forward to various frame numbers.I found a very good script (as2) and it works great in the main timeline but inside a mc it doesnt work at all. this is the script
1. Call to Action Create an actionscript layer that extends the full length of your movie. In that layer, include the following actionscript:
function Movement() { if (_root._currentframe > _root.mytarget){ prevFrame();
[code]....
Using the code above, the movie will play either backwards or forwards to the desired destination.As i said before this script is great but it doesnt work inside an mc.
Im trying to produce my online portfolio but for that i need to play movieclips backward and forward to various frame numbers.I found a very good script (as2) and it works great in the main timeline but inside a mc it doesnt work at all.this is the script
1. Call to Action Create an actionscript layer that extends the full length of your movie. In that layer, include the following actionscript:
function Movement() { if (_root._currentframe > _root.mytarget){ prevFrame();
[code]....
Using the code above, the movie will play either backwards or forwards to the desired destination.As i said before this script is great but it doesnt work inside an mc.
This is my first time coding a website using ActionScript. So far everything has went very well, I designed the website in Photoshop, and imported to Flash CS5. Then I cleaned everything up, and started adding navigation to the various pages using buttons.The website is constructed in a very simple manner, there are five main pages and they are connected by buttons on a static navigation bar (the first page, home, doesn't have a corresponding button). Then there are nine sub pages, that each contain information on a character of the game, and are connected to corresponding buttons in the 'Character' layer/MovieClip. My four menu buttons (Story, The World, Characters, Extras) all navigate correctly without problems.
The problem arises because inside my Characters page (a movie clip) are nine buttons, each linking to a different page. These buttons should bring the timeline to the frame specified, but when the buttons are clicked nothing happens. I've spent hours searching for a solution to this, but with no avail, and I have a feeling the answer is prettysimple.gotoAndStop("gowang", "Scene 1");line in the Gowang character button function with:MovieClip(root).gotoAndStop("gowang");
I just poked around google as well as these forums, but the only answer I am seeing that was successful, is from kglad, and for some reason his posts are not showingAnyway, I am just trying to figure how to reference a frame label on my main timeline from a loaded swf (through my imageLoader).
I have a project I'm working on where the user is presented with an overhead shot of a building and is able to mouse-over the different rooms to choose one to "enter." Once clicked, the chosen room is an external .SWF that is loaded that has options to view other external .SWFs within that room. Problem is, within the first loaded .SWF, I have a "home" button that is supposed to take the viewer back to the main overhead view but I can't get the AS to work. I've tried _parent and _root with no luck (not sure I even typed out right code).
I'm using a textfield for debug information.I'm loading an swf on the main timeline and I'm showing the status in the debug textfield.[code]I'm loading a png file in the loaded swf. , I'm trying to show the status of the png file as I showed the status of the swf.[code]I can't control the main swf from inside the loaded swf. Even gotoAndStop or calling a function doesn't work.Do I need to add something when I load the swf, saying it's a MovieClip or something?URL...
I have a question about accessing functions or variables on the main timeline from a loaded swf. I know that there are a few ways to do this
1. Casting the timeline as a movie clip Loader SWF Script var testText:String = "Test"; var myLoader:Loader = new Loader(); loadData("loaded.swf"); function LoadData(aURL){ myLoader.load(new URLRequest(aURL)); addChild(myLoader); }
2. Cast the timeline as a generic object var parentObj:Object = this.parent as Object; parentObj.unloadSWF("loaded.swf") Why can you not just reference the main timeline of the container swf directly.