I'm making this thread because I have searched in google for how to make a "global library". I'm sure this is not what it's called but i couldnt think of another way to search. If I start a new project and I want to bring in objects from other projects should I be going to "open external library"? I imagine that an external library is global. While i'm waiting for replies i'll look up how to make an external library.
3 circles which can be dragged over a target (one for each circle)When the circle is placed on its target it loads its respective xml playlist into 4 buttons (play, pause, forward, back)I want to be able to create some kind of function to control the volume, either using a slider or a rotary dial, whichever is easiest!
I'm trying to access a global variable in an external swf. I'm loading the external swf like this. myLoader.loadClip(game, 2);
I'm running a main loop that repeatedly checks certain variables. The variables that are not global I am able to access in the following fashion: _level2._root.variable;
But I can't seem to access the global variables in the external swf. Things I've tried: _level2._global.var; _level2._root.var; _global._level2.var; _global.var;
as u probably know TextFormat has no global style like FStyleFormat so i thought i could make one?
1. idea) i could wrap createTextField() in some fns which then assigns automaticly some TextField-propertys and sets setTextFormat. THE PROBLEM with that is that not all of my TextFields are generated via script, some r created by authoring-time.
2. idea) is to change the prototype."someproperty" of the TextField,THE PROBLEM TextField is not created via standard "new" constructor so something like TextField.prototype.embedFonts=true; DOES NOT WORK as well.
3. idea) i could simply traverse all instances on stage and ask if the instanz is TextFeld and then assgin some fns which makes the formating.THE PROBLEM i dont know how to do that?
couse if i ask trace(typeof t_txt.__proto__); it just givs "object" not TextField or so --------------------------------------------- does anybody knows how to make kind of global TextFormat for createTextField()-generated as well as for authoring-time generated TextFields?
I am using the 1.2 version of Uza's Global singleton (http://www.uza.lt/codex/as3-global-object/). The container swf stores some data and a link to a function in the "global" object.
Then another swf is loaded inside the container, it gets it's global instance with Global.getInstance();, and i suppose i can access the data and function stored in global by the container swf.
This works perfectly on localhost served by a webserver, but when i put the files on my external production server the loaded swf's global appears to not have anything stored by the container.
I am a rank Flash newbie, so maybe I'm missing something obvious. In InDesign or Illustrator, if I want to change every red object to blue, I can go into the color list, edit the red color to the blue values, and every instance of red in the document reflects the edit. I don't have to select each red element and pick the new blue for stroke and/or fill.
I tried to search for this but the search wasn't working. I have a loder class where i load in some xml. This is the function that's called after the xml is loaded[code]...
The xml traces out fine. My question is how do I define var xml so that I can access it from outside of the class in another class or from the timeline?
How do you load external library objects from an external swf? I want to have an external swf that only contains library objects that are exported for Actionscript, and load these from the master .swf file dynamically during the master swf execution. (I may have multiple external swf resource files)I want to be able to load the external swf, and then access it's library objects via actionscript in my main swf file.
I have some filters set up, and have assigned some global vars to them, which I then use in my Filters code to display the filters: myText:Filters [globals.data.glow1, globals.data.stroke1, globals.data.shad1] Works perfectly. Now I want to assign a global var to each global filter var to determine if it should be shown or not. So...
i defined the global variable in the first frame of my file, and i can access it on other frames, however i am trying to access it within a movieclip, and flash is telling me that it is undefined. does anyone know why this could be?
I have 2 movie clips, one being loaded into a container MC via "loadMovie();"In the main movie there is a variable with no value, in the external movie there are 5 frames, each with a value to update the variable in the main movie.
IE: if on frame 1, global value = 1 / if on frame 2, global value = 2 / etc etc I'm familiar with passing variables INTO an external swf, but am stumped on how to do it the reverse way.
explain to me how i can use this flash source code found here:I am unsure how to use external libraries so point you copy and paste the source code into an as3 file...
The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work:
onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum;
[code]...
Why doesn't it work?...The second problem lies in the failFrom variable:
function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; }
How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".
i cannot get exactly how to make "global function" for call them so. I want to make a function in my MainMovie.as class that can be call from MyButton.as class. Or declare a function in any class and use it from any other class.
I've found the making the functions "static" does the work, but those cannot be apply to the "this." (intances). like:
can load an external jpg into a movie clip which is in the library?The reason I am asking is because I have a transition between loading images and the transition has several instances of one movie clip being used for different tweens.
The problem is that when the image loads, all instances have to be in frame 1 otherwise the jpg won't load into them and because I am using tweens the instances are on all different frame numbers.
I want to be able to load the jpg into this movie clip but in the library so it updates all of the instances of this movie clip on the stage and further down the timeline.
I'm trying to add the Flint Particle system to my Flash CS4. I downloaded the swc file. Currently this file is residing on my desktop for testing purposes. I am on a Mac, if that makes any difference, but I went to file -> Publish settings -> Flash... then under the AS3 settings I added the path to the swc via the swc importer under the external library path. I then added the code that was given Here (under step 5-- add the Action Script)When I go to run the file, though, [code]...
I have 2 SWF, one of them (let's call it Resources.swf), that contains several symbols (most of them MovieClips) on its library, but, none of them are added into the stage ( the timeline contains only one empty frame),and then, the other swf (Main.swf), where I need to import some of the symbols from the other SWF.I have been looking around, and searching, but all the info that I saw, and tried, imports the symbols from the stage/timeline using things like:[code]If not,do I have modify my Resources.swf to work this out or do I have other alternatives?
I am at the start of creating a large site with many different components: Basic text areas Latest projects with images / video Blog with text, images and video Secure login area to view protected projects
What would you recommend for this type of project. Throw all assets (main text area, blog, latest project etc) and separate them into their own mc's, then call them onto the stage? Or have them all external sepearate swf's?
So I've seen many a tutorial on how to do this in AS3 but I'm trying to work out if there is a way to have all my assets for a game I'm making external, so they can be shared with a level editor that resides in a different .swf and won't be loaded twice.I spent a while looking and found out about Shared Libraries, which at first I thought would solve the problem, until you find out that you can't use attachMovie to attach anything to the stage at run-time if it is an imported object, which just sucks to be frank .So I then thought of a work-around for that by adding these shared objects inside a MovieClip that wasn't shared so I could add that from the stage and access the clip inside using the instance name that I would assign it. This worked fine until I remembered that I had was using several Bitmaps and the BitmapData class, hence if I placed these bitmaps in a MovieClip I can't even assign an instance name to access them to perform the code that I wish to on them.
I have a swf file which contains in its library couple pictures.After it is loaded using preloader I would like to be able to create couple instances of them and add them to the stage.If I use swc approach and import it in library path I can not preload it but instancing is very simple i.e [code]How to access them when doing it with swf and loader class?