CS3 Controlling Timeline Backward And Forward Inside Movieclip?
Aug 12, 2009
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.
Background: I have a slider / scrubber that works well and controls the timeline of a movieclip both forward and backward.Lets say I have a movieclip of a lightbulb onstage that starts in a turned off state. When the movieclip plays through normally I have frame based actionscript to toggle a lightbulb movieclip to _on.
I have an animation of a rotating 3d object, and I'm playing it backward and forward through simple nextFrame() and prevFrame() actions inside an onEnterFrame event.Everything seems to work, the only technical problem is that if I go backward, the animation is not as smooth as if I went forward. I understand that a prevFrame action is 'less natural' than a nextFrame.. but does anyone know how I could fix it?
I would like to control the embedded video by advancing the playhead forward and /or backward by increments > 1 frame. I have tried:
on (press) { stop(); for(var j = 0; j < 4; j++) nextFrame(); } - and - on (press) { stop(); mc.gotoAndStop(mc._currentframe + 4); } (mc = movie clip)
I enabled Simple Buttons and clicked on the buttons containing the AS; they are not functioning. Although, the play, stop, goto first and last frame buttons work. I am perplexed. I have tried creating a new .fla file with a different .wmv, and the failure to function persists.
stop(); //DRAGGER1 CODE dragger1_mc.onPress = function() { //constrain dragger to line width
[Code]....
What code would I add to have a seperate movieclip play frame by frame based on where my slider is. Ex: My slider is on the far left, seperate movieclip is at end of its timeline. If I move the slider quickly back to the beginning the movieclip plays backwards quickly to its beginning and stops.
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 beleive there's an Action Script or possibly an attached Javascript (maybe) that would allow an FLV video to 1st stream forward and then play backwards and repeat this proccess over and over to simulate an endless trend. The perfect example can be simply viewed here url...Their video is a short 13 sec clip of the pup licking the screen, but they managed to reverse it when it reaches the end.
I am trying to create a small movie. Now I want to create an effect that once the mouse is in the right half of the movie - then movie should play forward. When the cursor moves to the left half of the movie then movie should play backwards. I have tried following some examples from online but I am kinda lost
This is what I have done so far:
- Create the animation named it "mc" of type Movie Clip - Put it in the "main scene" - The (first) keyframe at "main scene" has action "stop();" - <<now i am lost >>
Note: Eventually the right and left part of the movie will link to different webpage.
Anyone have any clue how to make a Flash movie like this one? [URL] I could script a back button to go to a previous frame but how do I get that smooth looping effect?
how to make my "animation" (more of an interactive slideshow) skip forwards and backwards by two frames rather than one.
Each frame's action starts with stop(); and I know how you can implement the Action script to register keystrokes, the problem is I can't get how to jump by 2 rather than 1 frame at a time.
It would be preferable not to have to use gotoAndStop(#); on every 2nd frame as I have over 350+ frames.
well what i am trying to do is move between 2 text boxes through a motion tween. but thats not going to work because you can't tween backwards. so what would be the best thing to do?
this has probably been posted before but i have no idea where it is. i tried the sliding menu tute but that didn't work.
well what i am trying to do is move between 2 text boxes through a motion tween. but thats not going to work because you can't tween backwards. so what would be the best thing to do?
this has probably been posted before but i have no idea where it is. i tried the sliding menu tute but that didn't work.
I simply want to move a video forward and backword when it is already playing, but the seek method is not working properly. I can't figure out, where the problem is.I have two buttons (pluz_btn and minus_btn). Plus button is used to move half second forward and Minus button is used to go back half seconds.The plus button is working but it is showing about is moving the video to about 3 seconds.The minus button should move video backword. But it is also moving it forward.[code]......
I simply want to move a video forward and backword when it is already playing, but the seek method is not working properly. I can't figure out, where the problem is. I have two buttons (pluz_btn and minus_btn). Plus button is used to move half second forward and Minus button is used to go back half seconds. The plus button is working but it is showing about is moving the video to about 3 seconds. The minus button should move video backword. But it is also moving it forward.
I have a motion tween that I have move forward along a path, is there any way I can make the motion tween then move backward along the same path and then forward again.... like a loop?
I've got these 3 separate animations moving forward and backward based on simple rollover interaction. It all works and all is well with the world, but I know this can be done in a more efficient manner. Instead of duplicating all the functions with different numbered versions of their name, how can I group this stuff together and call it once? Just curious as I'd like to be more efficient with things like this moving forward.
ActionScript Code: //CLIP ONE CONTROL function loopback(event:Event):void { this.celebration_mc.prevFrame(); this.light_mc.prevFrame(); } function backwards() { [Code] .....
I have a Nav Bar on my _root timeline. Inside of which I have buttons and MC's. I want to have all the code for my buttons on the _root timeline. So, I can adjust from there.
Below is an example of what I'm trying to do from the _root timeline Actions Layer:
Code: // ------ NAV BAR ON MAIN STAGE ----------------------------------- // ------ Instance Name = NavBar ------------------------------------ // ------ Button inside of "NavBar" = MyButton ----------------------
i have dynamic buttons in movieclip and i want the movieclip goto 2nd frame once some one click single movieclip while rest remains in 1st frame.the movieclips can be in arrayi have some code here:
Actionscript Code: var mc:MovieClip = new MovieClip();for(var i:int = 0 ; i < numberOfButtons;i++){ var btn:MovieClip = new button();
I am trying to work with this flash tutorial -[URL] So far it draws with a simple rounded line. I have been extending this application by making the drawing board bigger and other small things. I now want to be able to choose the line style. Currently it is rounded and I want to choose and draw with other shapes - square, forward slash (/), backward slash (). Is this possible? If so, could you explain how I could go about it?
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]
simple one this, or so i thought! basically, i want a mc to play from start to finish (11 frames) upon rollover and upon rollout i want it to play backwards to the first frame. Accurately.
ActionScript Code: on (rollOver) { if (activ.currentFrame <= 11) {
[Code]....
Currently i JUST goes to the next frame. So i need something like currentFrame +1 or something?
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.
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:
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?