There must be an easier way to add frames at the start of a flash timeline?
I want to insert a few frames before frame one, but I can not find a simple way to do so in Flash CS5.
I have tried to use insert, it will place them to the right (frame2..). I have tried to drag all the frames of the movie over to the right, but it creates strange problems with the tweens (some even go away).
The only way I have found to do it, is create a new movie, insert frames, and then copy/paste the entire movie from the original flash in to this flash, is there a better way?
i'm looking for a script that tells the timeline to start to play frame 25, after 5 seconds.i've found a few codes online but cos they are for different purposes, i just cant seem to custom it to work accordingly.
How do I link a button thats embedded in frame 2 (music page timeline) to a frame in the main timeline ( frame 3= biography page)? Both pages are on the same scene with link buttons embedded in each page independent timeline.
I have a few problems with Adobe Flash. Please refer to this image: [URL]. First, I would like to make a movieclip begin somewhere else (so that I may jump to it later). But when I preview what I currently have in my timeline, my movie clip just flashes on and off with Layer 1 (the image on Layer 1 flashes too), rather than what should be a delay of nothing (but Layer 1 flashing) until frame 20 is reached, at which point the movie clip on Layer 3 should play. Secondly, I do not wish for the movie clip to stop at the end of the second keyframe (even though it's currently not really even playing). How can I have it play all the way out?
I'm trying to broaden my horizons with it and so I'm trying to do an update of a quiz program my employer has. Everything has worked well, except for the timer. The button that starts the game has two options, "study" or "exam"; if the study is selected, there is no countdown, just the score keeper. If the exam option is selected, the timer is show (counting up). But, press "Start" and while the quiz begins, the timer, in either case, does not.
I'm going to post the actionscript for the timer that was already there, as well as the start button. I'm hoping someone can explain how this timer is supposed to work and why it's not; and where the disconnect lies in pressing the start button and making it run.The timer is embedded in a movie clip, with two dynamic text boxes, that are for some have no instance name; and actionscript spread out over several frames.Frame 1:
somehow I miraculously created a Flash movie and successfully uploaded it to a blog
here is the blog, the flash video is in the left column, top:
[URL]
you will see that the first frame of the movie is actually all white, with a logo/banner across the top
all I would like to do is skip over, or delete? those few frames in the beginning, and have the flash video display and start the movie from a different frame.
this is taking me DAYS to figure out....hours that I am not getting paid for....my client's video guy never returns her calls, and so I, the lowly graphics designer, am trying to figure this out.
SURELY there must be a simple way to tell the video:
"hey....skip over the first ____ frames, and start the video at frame 5______ (or whatever).
I'm in Flash CS3 and I know NOTHING about Flash and very very little about code
I'm new to flash and action script 2, and I am trying to load an external movie and have it start at frame 3. It's the start at frame 3 that I'm having trouble with. The following code does not work:
I have a web site that will have five sections. Let's call them 1,2,3,4,5. Section 1 starts on frame 100, 2 on 200, etc. Can I make an HTML link that can start the flash movie at the beginning of a certain section? Such as play "myflashmovie.swf and start on frame 200" so that the viewer will start on section 2?
Another way I was thinking of doing it was to create the five sections in five different flash movies. Then import those flash movies into one container flash movie but vary the order to whatever I want the viewer to start with. Then I would have five different html links. Each link would have a different section as the starting movie. Such as 1.html would play a container flash movie with section 1 at the beginning, 5.html would play a container flash movie with section 5 at the beginning, etc. My question here is could the five separate movies within the container movie make references to the other movies? Such as if someone was in movie 1 and it has link to movie 4, how would I note in the flash movie when user clicks here, go to movie 4?
I have a image slideshow set up on a time line. Each image is on a different layer and I am looking for a code to make the flash animation start at a random key frame every time the page is loaded. Here is a link to the site I am working on:
I'm creating a basic game - snake. I have 2 layers, intro and game. I want the intro to start then you click 'Play' and it goes to game on 2nd frame. However they're both overlapping each other... [URL] How can I get 'game' to start at frame 2? (I've tried deleting frame 1, etc.)
I am designing a website with html pages and flash pages. When the user open a flash page (embedded in an html page) i would want to have a preload script. I found a couple of them but they all need to start at the first frame and have a go to and play script after. So my problem is that I already have an important script that make a image follow my mouse and the script needs to be on the first frame to. Is there any way to have both or maybe to have the preloader on a separate file or even change the way my script is written ?
I'm having a problem looping through my timeline, I want to use JSFL to hit each keyframe, perform an action (in this case breakapart, but thats a different question on a different thread) and then go to the next keyframe.
[Code]...
JSFL has proven to be the utter bane of my existence. I'm still relatively new to AS in general and AS3 in specific, and this is my first foray into the world of JSFL. I need to learn how to create this tool for work, and I am the only person here with any experience in javascript, so I'm pretty much on my own.
So I made a ridiculously long Flash animation, but now I have to break down to certain parts. It's all made in one scene.
My question is can I start the playhead on a frame other than frame 1. Say frame 595, I've tried gotoAndPlay(595);, but to no avail. I've searched for a good 2 hours on this too. Is something so simple not possible in Flash?
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.
I would like to store the value from combobox or text area-MovieClip in MyClass and then I'd like to read this from another frame in *.fla file only this :) have you another code? what can I write in frame 2 Miclass and frame 3
I'm using Flash CS4 and I have to trim a .fla file down. I can delete the end frames no problem, but the first 600 frames that I have to remove are proving to be a nightmare. When I use the select>right-click>delete method it doesn't remove these frames, instead it removes the corresponding amount of frames from the end.
I have used the actions panel to write a stop code on frame one of my timeline.When I test my movie it stays on the home page, which is good! I have also created an 'enter site' button on the home page. I want to click this button and have the timeline start rolling over to frame 50 (where my next label 'contents' will be). At frame 50 I want it to stop, and so on for all of my labels/pages. The action taking place on the timeline is a pan across a panoramic photograph, which will stop at different points.
I try to create a tab interface: So on each layer in frame 1 I added
this.stop();
but when running it says: 1180: Call to a possibly undefined method addFrameScript. main.as is currently useless but I can show it in case it would have impact:
Here i'm actually not talking about a problem but rather wanted to raise a discussion thread. (Kirupa you may also move this thread to some other more relevant section. Few of my good colleagues till prefer writing code on the Flash timeline, on the frames (code as bigh as 100-150 lines), rather than using external AS files, when rest of the world has reached to AS 3.0 which is close to Java (OOP).I'm just wanted to know the big benefit of writing the code on the frames. I know that it is highly un-manageable and I have personally faced many instances of code not initializing, or behaving strange on a frame.
i'd like to control MovieClip timeline witch contain several DisplayObject (like Sprite, Button, ...) these DisplayObject have Motion (AnimatorFactory). How can i do seek frame-by-frame the MovieClip Timeline and use the currentFrame to control all Motion child.
I'm using Flash Professional cs5/AS3 I'll try and describe this the best I can. I'm new to ActionScript. So, in my timeline I have a var on a frame that represents "lives" and i have some code in the timeline that takes down the number of lives depending on certain events, which all works great.
so, now i wanted to make a constructor class that I could reuse for a bunch of movie clip objects and I only want these objects to be able to move if the lives variable is greater than certain number. So now, building my constructor class for these objects i just wanted put an if statement that is looking to see if the lives are greater than a certain number, which if it is then should make these objects do what i want...But, when i run the project I get "1120: Access of undefined property lives."
lives is the var I made obviously like I said, and it works fine being referenced everyone else except when I make a new .as file for these objects then try and reference it. I get the same error when I try and establish "lives" in the main project class too. I'm not sure where I should put this var or how I can make it so i can reference it from an object class. I'm not really sure how to word or describe my issue which has made it hard to search for a tutorial.
I work on a truckload of flash banners and have progressed more into dispatching events from the final frame of a MovieClip that would contain an object (or collection of closely related objects) animating and then listening for them from the parent timeline so that I know when to continue the main animation etc.In the animation I'm working on currently, there's a car built from blocks over time (the blocks fall from the top of the banner to make up the car); this is all contained within one MovieClip (to make the resizing easier - all I'll have to do is move the entire MovieClip around).The problem is that when I place this MovieClip onto the timeline, it's represented by its first frame (which is nothing because no blocks have fallen yet). This makes it hard to work with because I can't really tell exactly where the car is going to be when the animation is done and so on.Is there a way to have the final frame of this MovieClip visible from the outer timeline?
I was wondering if someone can help me. I have some difficulties playing a certain frame in another MovieClip. I have two MovieClips, MovieClip(content) and MovieClip(about_page). The about me button is placed in MovieClip(content) and I used the following code to go and play MovieClip(about_page) that is placed in the timeline:
At the moment I am working on a project that uses the enterFrame event to update a game world at 30 FPS. I know that the movie frame rate I set in the Flash IDE is far from precise. However, I am using enterFrame because my assets (MovieClips and such) are animated within the Flash IDE and need to be synchronized with the frame rate.All actual programming is done with FlashDevelop, outside of the Flash IDE.I've heard that it is much better to make applications independent of the frame rate, presumably by using a Timer/getTimer() and updateAfterEvent() to draw.
All global ticks are handled through an interface I wrote that allows me to freely switch between frame tick implementations, so I can easily modify my code to accommodate whatever solutions are out there.Is there a way I can keep my animations in step with the global tick while removing dependency on the movie's frame rate?