Im Have a function which is called after n ms and in this function I have code to change a movieclip to visible. I have 10 different movieclips with instances named n1, n2, n3 etc So everytime I call this function I want the next movieclip made visible.
So the code I'v been trying to use is this -
ActionScript Code: function startNoFX(eventArgs:TimerEvent){ i++; n+i.visible = true;// where i will corespon to the number giving n1, n2 etc }
Im sure I'v seen something similar like this done before, I know I could write code for each individual Movieclip but I want to keep it tight.
Is there any method to looping through instances of an object that are present on the stage/(or in a given container)?For the moment, I am creating a dice program (which allows the user to generate different dice) and I want to be able to roll all the dice at the click of a button.Right now the dice are added to a dynamic list, but I wanted to be able to loop through the "Dice" class instances on the stage so I didn't have to keep track of instance names or removing/adding/updating an array of the instances.
i have a parent movieclip mcA and i want to add another movieclip mcB (child movieclip) inside mcA such that the extra part of mcB is hidden. The size of movieclip remains same as of mcA
For ex:-
mcA = 300x300 mcB = 400x400
then only 300x300 of mcB movieclip is visible and rest of the part is hidden.
trying to remove instances of child/children. I have a function (btFnc) that creates a child (bT) and then the function is called several times to add instances to the stage - btFnc(264,3.6); btFnc(304,4.6); btFnc(344,5.6); btFnc(384,6.6); btFnc(424,7.6);Yet i cannot for the life of me remove all of the children, only 1.
Code: public class screen18 extends MovieClip { private var scrnXMLLoader:XMLLoader;//XML Loading class private var screenTxt:Array;
I have to make a photo album, so I'm creating a container mc for a single pic.Inside it I have an empty mc where i'll "loadMovie" the pic jpg, a simple animated gif serving as a preloader and a dynamic text to load the pic title from a XML file.Then I tween the container.pic and the container.preloader.The problem come when I have multiple instances of container, because my function only works for the last created instance.
ActionScript Code: preloaderTween(container.preload, _alpha, 0, 100); on finished {
[code]....
Is there a simple way to "separate" the instances of the same mc?I've also tried to put the instances on different layers, but it doesn't work.
trying to make this file work, in Flash CS4, using AS2. First some info on my file. I have 2 movieclips, mc1 and mc2. mc1 is in the first frame in scene1, it plays out for 138 frames, after which the scene darkens for 15 frames and then mc2 starts playing.
The problem is that I cannot get the timeline to stop looping after it moves onto to mc2. I have tried everything, I have a stop function in the last frame, stop functions within mc2. I even tried a gotoandStop(mc2_Frameno). Nothing works. It still keeps looping. When I extended the mc1 layer to the complete extent of mc2 layer, then it did not loop. But I don't want that as it is causing undesirable effects on the screen.
All I want is to play mc1 and mc2 one after the other, with no breaks. After entering mc2, the timeline needs to stop once buttons are loaded in mc2. But after loading the buttons, it moves out of mc2 and starts playing the timeline again.
This is probably an easy fix, but I obviously can't get it. Below is the actionscript to loop my movie clip, but once it's activated, I can't get it to stop. I thought it would stop at 3. Flash 8 (CS2). on (rollOver){ for (i=0; i<=3; ++i){ audio_mov.duplicateMovieClip("audio_mov" +ii); }}
I've drawn a few shapes, converted each of them to a MovieClip, and then put them all in one parent MovieClip. How can I loop through them all so I don't need to do this:
I'm very new to Flash and after searching for a solution to looping a layer I understand this is best done by creating a new Movie Clip and creating the animation to be looped here. I've done this, and then placed the Movie Clip into a layer on the Scene... but it just won't play at all. It acts like I've placed just the symbol that shows in frame 1 of the Movie Clip and it remains static.
I have movieclip which contains child movieclip. when child movie clip finish to play i want to run a function in a parent movieclip. so I made a custom event dispatcher in the first frame of the child movieclip:
below shows how to add child in a movieclip. ebd.target.addChild(info_grd); there is button named my_btn inside the movieclip info_grd.I would like to remove movieclip info_grd.parent
I have a movieclip that inside have secuence of image, I will like 1000 instances of this movieclip, but I not like reload the 100 of images inside the movieclip
It is posible.That the movieclip have a child share with more objects
The zipped attachment for this post, contains two files trial.fla and img.jpg. In the flash movie, I have done the following: Created three frames with stop() on all the three. "Prev Frame" & "Next Frame" buttons allow us to move to all the three frames. There is a movieclip instance with the name: "abc" common to all the three frames. The button "Show/Hide Abc" makes "abc" visible & invisible. In the second frame, I am loading the external image "img.jpg" and setting the child index of "abc" to numChildren - 1.
Now if I move to frame 3 and try to hide "abc" (using "Show/Hide Abc"), it works fine. But once I switch back to frame 2 or subsequently to frame 1, I can see two instances named "abc" in the trace window. (I display all the children of the displayList on every frame). Why do two instances named "abc" appear? Due to two instances of "abc", the button to hide "abc" no longer works. Its very important. NOTE: If I do not change the childIndex of "abc" to numChildren - 1 then everything works fine. But I have to do this in my project where a similar problem has crept up.
I'm trying to make a simple maze game. I have movement working, and now I'm trying to implement collision. Here's what I have:
An 8x8 grid, with walls of length 1 to break the grid up into a maze. the walls are instances of a movieclip I've named "mc_wall" a guitar-pick-shaped chip I'll control the movement of a cross-hair called "arms" that will check if there are walls immediately surrounding my chip by way of collision. "arms" is a movieclip made up of four individual movieclips: "uparm", "leftarm", "rightarm", and "downarm"
I have currently named each instance of "mc_wall" to be "wall" this is the code I have now (using only right as an example):
function moveRobot(event:KeyboardEvent):void { doslide = true; if (event.keyCode == Keyboard.RIGHT)
[Code]....
this will work, causing the chip to remain in place if the rightarm detects "wall", and move if the rightarm does not detect "wall". My problem is that, although I have named every instance of "mc_wall" to be "wall", the only "wall" flash will recognize is the last one.
Is there a way to adjust this code to look at all 70-or-so instances of "mc_wall" instead of only the last one?
MovieClip Preloader keeps looping movieI made a MovieClip preloader and everything workes fine.The problem is the movie that I am loading keeps looping.Is there any way to stop this from looping?I used Flash CS5, AS2. Here is the code that I am using:
bar._visible = false; border._visible = false; this.createEmptyMovieClip("container", "100"); my_mc = new MovieClipLoader(); preload = new Object(); my_mc.addListener(preload);[code].............
... but the resulting clip loops forever. I want it to play only once and then stop.
The source clip has a stop() action defined in its final frame, but I suspect that script is being stripped out at compile time, so I'm wondering how I can tell the Image tag, or MyClip class somehow, that the clip should not loop continuously.
When I want to loop through instance names like: "tile1", "tile2" etc. I use a code like this: PHP Code: for(var i=0;i<=10;i++){ this["tile"+i]._x=300;}
But when I put these MC's inside an MC (which I've named: "ground") for some reason this code: PHP Code: for(var i=0;i<=10;i++){ _root.ground.this["tile"+i]._x=300;} doesn't work. Is there a way to loop through all the objects inside a movieclip without giving each one an instance name?
I followed the MovieClip Preloader tutorial and everything worked fine. The problem is the movie that I am loading keeps looping. Is there any way to stop this from looping? I used Flash CS5, AS2.Here is the code that I am using:
I'm trying to access a parent movieClip from the child movieClip
Here's what I want to do,
I've got a movieClip named wrong_mc, which plays for a couple of frames and on the last frame, its got a close button "close_btn" inside of it, now I wanna write the code such that when close_btn is played the movieClip "wrong_mc" should go and stop at frame1, I'm just not able to access this movieClip from the button.
I've built a dropdown menu movieclip that I need to use in a contact form- or more specifically, I need 2 dropdowns with different options in them in the same form. My problem is that when I change the properties in one instance of the dropdown_mc, it changes the properties in the other as well. The two clips have different instance names, and I've been changing labels of the list items by clicking through to the actionscript imbedded in each dropdown (not through the dropdown_mc in the library). There must be an obvious solution to this that I somehow didn't catch....I've even tried dragging each dropdown from the stage back into the library and creating a new movie clip with a different symbol name and they're still connected. Do I need to create an entirely new copy of this dropdown with different instance names
I'm having some trouble trying to duplicate movieclips randomly. I have created an array with the instance names of the MCs i have on stage. Then I'm trying to create a variable that selects one random element from the array. Finally I want to use that variable as a target to duplicate my movie Clips... but it doesn't work.
Here is the code:
Code:
var Items = new Array('bombon', 'regalo', 'corazon'); pos = new Object(); pos._x=random(550);