I did a banner in flash CS3. I did 8 things and you see them one after the other one. The first time that it plays it goes on the right order but after it finished, when it normally has to start playing again, it plays in wrong order (the first then the third, the last, the second again the first, last and so on), it just does what he wants and not what I did.
info2 is a function for a button which contains other functions which need to be performed before the button(infomc) becomes invisible. At the moment, it becomes invisible first before any of the functions on info2 begin.
i have a function that works fine but is obviously the wrong way round. how do i write it so that the event happens if it is true. at the moment it happens when it isnt true in the 'else' statement.
When I use a descendant of the SkinnableContainer (eg BorderContainer) which itself is included or excluded in a state, the child elements in the default state appears in incorrect order. This problem disappears when using a Group instead of BorderContainer, or when the container itself is not included or excluded in a state, or when states changes forth and back. What is going on here? Am I missing something or is this a bug in Flex?
I am using a content loader through AS3 to load some images and then later pushed into an array. I have pushed my image file paths in to an array (arrayImages). But when the loader loads the images it doesn't load the images based on the order they are listed in the arrayImages, instead they were loaded based on their file sizes. Is there anyway that these can be loaded in the order they were pushed to the array? Below is the code that i use to load the images.
function funcLoadImages() { for (var i:uint=0; i<arrayImages.length; i++) { var ldrImageLoader:Loader=new Loader(); ldrImageLoader.load(new URLRequest(arrayImages[i]));ldrImageLoader.contentLoaderInfo.addEventListener( Event.COMPLETE,pushLoadedImagetoAnotherArray); } }
is it possible to play a movie clip (or simply, main timeline) in reverse order e.g. suppose, there is a movie clip, few frames in that, of course it will play from first frame to end frame, and also, i want them to play from end frame to first frame.
I have 5 videos that all have separate buttons to play each one individually...however, I cannot figure out how to make the 5 play back to back if you are to click a "Play All" button. I figure this is something that needs to be coded...so I thought I should probably ask here. This is using AS 3 and Flash CS4.
I'm doing a flash movie in as3 where there are two or three swfs. What I want to do is play them in a sequential order, wherein when one finishes, the second one starts. The swfs are called movie1, movie2, etc. The best way is probably to use an array and load swfs into the 'overall' fla file that will play them. I use a variable called movieNum that keeps track of each movie. I am also using a Loader command which is just called loader. My loadSWF function works fine, but my eFrame function is flawed. I cannot find a way to recognize the end of the last frame of movie1.
var request:URLRequest; var loader:Loader; var myMovies:Array = ["movie1.swf", "movie2.swf"]; //my movie array var movieNum:int = 0; //start at 0 function loadSWF():void [Code] .....
So, two or more SWFs called movie1, movie2 etc., and having movie2 start after movie1 finishes in an overall fla.
I'm working on an AS 3 file but I can't make it go to fullscreen. The other problem is that it plays a list of youtube video's, but I want it to be just looping the list, not playing them randomly.
I am creating an order form for my flash site. I have never done this before in flash but I have in visual basic. I have a few questions:
1. Is assigning variable names to checkboxes and radio buttons the same as in visual basic? I mean i know that you probably assign them in the properties. ex..say i name a radio button 'radio1', to run a check in my actionscript whether radio1 was checked or not would it be something like if(radio1){}
2. After the person fills out the form I would like to have the results of the order sent to a pre-specified email adress in a certain format. What would be a good way to do this?
I have a sound clip that I'm loading externally into my flash file. The code I'm using looks like this and is placed in the as layer on the first frame,
var mySound:Sound = new Sound(); var myChannel:SoundChannel = new SoundChannel(); var myTransform = new SoundTransform(); var lastPosition:Number = 0; mySound.load(new URLRequest("introaudio.mp3")); myChannel = mySound.play(); [Code]....
I am using AS2 in CS5.5.I am creating a project for a class that introduced me to adobe flash. The issue is I have gotten to a certain point about 15 scenes. During say the 15th scene scrolling through the timeline animations works fine, playing it on test scene works fine. When I go to play it on test movie it stops at a certain point. At first I thought it might have been a misplaced stop action but there is none to be found. The weird part is every other scene I create after that continues to freeze as well, the images are there, but the animations won't play. All my previous animations play before those with the issue, it's justThese new ones won't play for some reason in test movie, but work completely fine in test scene and the timeline.
I am loading an external SWF file into my main timeline. The external SWF file contains an FLV video. At a certain point in my main timeline, the SWF file loads and plays the video. Is there a way to say...
If the VIDEO (FLV) is done playing, gotoAndPlay(X)?
I was wondering, what was the best way to for actionscript 3.0 to detect cuepoints playing from a FLV movie that is playing from an FLV playback component?
I have some animation (programmatic, I'm NOT using keyframed animation in timeline), and some music I want to play in the background. Once the music file reaches the end (about 30 seconds long), I want to trigger the end of the animation functions.I figure I could either use an actionscript timer to trigger the end of the animation or a keyframe with actionscript that is placed on the timeline near the end of the song but these methods assume knowledge about the duration of the wave file. If I changed the framerate or updated the external wave file, these triggers would possibly no longer sync upIs there some sort of event listener or other detection method for an audio file to signal it has finished playing? Or maybe there is a way to get the duration of the audio file to use in the timer
I am creating a game that has 6 movieclips all on the main time line of the game. Each movie clip has three buttons that when clicked plays, pauses or stops a sound clip.When I press any of the sound clip play buttons that sound starts playing, the problem is when I click any of the other sound clip play buttons those sounds also start to play. Is there a way I can disable the other sound clip buttons while the current sound is playing then enable all of the buttons when the current sound has stopped.
This is the code that creates one of the sound objects
So I made a few buttons with sounds within them and when I publish it they work just fine. But what I want them to do is;
Say I click a Button.The sound starts playing.Then I click it again, before the sounds done playing.I want it to stop the playing sound and start playing the button I just clicked on, whether it be the same button, or a different one.Right now it just ends up sounds like an echo because it'll play it as many times as you click it.
The problem I have is I click the play button and start playing. Then I click next and when I click play for another song the songs overlap. How can I stop whatever song is playing and start playing the new one? Has to stop the prev song when I click play_brn.
I'm making a flash company profile in the style of a website, except it won't be uploaded online.and i made each button skip to a frame that i already named
some of the buttons are skipping to the wrong frames for some reason,the ones that are not working properly have some pretty big picture files on them,could this be the reason or is it just an action script mistake?
I have built a website that contains two flash galleries on two separate pages.Each .swf galllery is meant to call a separate xml, loading the relevant text and images.The galleries work perfect when using Firefox-windows, Firefox-mac and Safari and on my local machine(macbook)The galleries do not work using IE-windows, the problem being it loads both galleries with the same xml. [URL]
ok so i have a button that plays an animation for fire when held down. and when realsed goes to and stops and frame one. when it reaches the end of the time line it goes to and plays at frame 10 and goes back to the end of the timeline. I have a sound for the fire animation that plays for the effect. The problem is the sound keeps going untill its over even if the button isnt held down. and when the playhead reaches the end of the timeline it goes to and plays and frame 10 and it replays the sound. if i hold it down it will just keep playing the sound over and over from start to finish. what i want it to do it when i hold the button down i want it to play the sound and when released it stops the sound where ever it is at. I also dont the sound to play again if there is a sound already going to stop it from playing 20 sounds at one time it gets loud and you need asprin after about 5 seconds of that.
I have an AS2 flash movie that has some labeled frames. On the first frame of a particular scene, I have some code that creates a menu of buttons that I construct from movie clips and vector graphics. The onRelease function of those buttons is assigned deep in some code thusly:
When one of these buttons is clicked, the scene name reports correctly, but the movie goes to a frame 3 frames later than the targeted frame. I know this because I put trace actions on the subsequent frames like this: code: trace('2 after');