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?
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?
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.
When I place some codes in a keyframe, these codes are showing on all the following frames up till the next keyframe with codes. My question is, does Flash execute codes only in the keyframe or it execute whatever is in the frame regardless whether its a keyframe or not?
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) }
I am new in AS, anyways here is what i want. i have a button in Frame 4 which perform some function on frame on a specific area of movie. now i am on Frame 1, i want to make a button which 1st goto frame 4 then execute that button's code
Here is the situation. I have a JavaScript that closes the DIV containing my flash object. It currently closes after 15 seconds. That is supposed to be how long the Flash movie lasts. however, slower machines run the movie longer. this means the flash object closes too quickly and they don't see the entire movie. . . if I increase the time, the users of fast machines have to wait around awhile for the movie to disappear.
So, I would like the movie to execute the javaScript when it gets to the last frame.
i have created a movieClip in the authoring enviornment. i dynamically get it to play and then it pauses at frame 20. how do i dynamically tell when frame 20 has been reached and then execute the next code?
Im doing a movieclip that is an empty square. On the first frame of the movieclip i have this empty square, and on the second i have a square with a cross in the center.What im trying to do is when i click on the square the cross happears, and when i click with the cross, this cross dissapears and the movieclip returns to the frame 1.
Im doing a movieclip that is an empty square. On the first frame of the movieclip i have this empty square, and on the second i have a square with a cross in the center.
What im trying to do is when i click on the square the cross happears, and when i click with the cross, this cross dissapears and the movieclip returns to the frame 1.
to a frame I want to attach 2 conditions which an action has to fulfill before it can execute something.
so:
if (particularVar == Yes AND anotherniceVar == 25) { thisfunkyMC.gotoandStop(49); }
but obviously, this doesn't work.How do I have to correctly formulate it so I can put two conditions side an If statement, before something will be executed?
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 have 3 functions in my main document class that I want to execute when the main timeline reaches a particular frame number. how do I do that? see the code and comments
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?
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'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...
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).