So I'm making a flash slideshow of baby pictures for my wedding, and I made 3 separate files, however I would like them all to play one after the other without any interruptionsIs there a way to link them or should I just try to rebuild the 2nd and 3rd files into the 1st
I have a main movie, and use the following code to call an external movie:
on (release) {
loadMovie ("http:url....); }
Fine I've no problems with this, however once I am in portfolio.swf I want to be able to call an ASP file when I click on a button I.e if I click button 1, I get files records for ID 1 and if I click button 2, I get file record for ID 2. The button click happens in the main movie, have I can pass a variable in between seperate movies?
I want to create an animated introduction movie which will then go to my main site. Is it better to create two separate movies (that links) or one big movie?
So created a Sprite to which I add other Sprites which are game tiles. Each tile is 60 x 60 px big. In result I've the Sprite with about 200 childs (those tiles).When I try to startDrag() the container sprite the lag when moving it is very noticeable..
Is there a way like to join the tile Sprites so the container would have only 1 child Sprite instead of 200? Because it lags so much probably cause it needs to move (change the x and y) all those 200 tiles.. Am I correct?In this case I can't use the cacheAsBitmap property, cause user can zoom in or zoom out the map..
how can I unite 15 swf files which placed in one folder to a one swf file? i tried all kindes of merging softwares like "Join (Merge, Combine) Multiple SWF Files Into One Software" and "WinMerge" without success and tried to convert swf to flv (cause i found other merging software for flv files) but again.I have CS5 so if i'll have to open Flash for this i will, though i'm trying to avoid that and even then i'm gonna need full instructions.
What i have on the stage are lots of balls each with there on name b1,b2,b3 etc. and i have something that is going to hit it with hitTest.
Insted of hardcoding all the balls into the hitTest i want to have a variable containing the first part of the objects name (_root.b) then add i on the the end and i would loop from 1 to how many balls are on the stage eg. 10.
so for my code at the moment I don't have a loop but using "i = 0"
i know i've seen this before, maybe on that flash experimental math site that was all black and white and had a picture of a kid swatting at some molecular looking flies? anyone remember the name of that/well anyway, what i'm trying to pull off here is like a circle of some sort, all of sudden growing a small little circle and then both of them dividing, or possibly, a two circles(modules, atoms, particles) join to be one.
There is more to this script, but I cut it down to this in order to focus on the error, which results in a joining aa and aaa. i.e. aa=36 aaa=4 results in a=364, where what I want would be a=40
What I need to do is assign 5 separate dynamic text fields to 5 seperate buttons and at the same time to those same five buttons i would like to add 5 images that i would be able to change merely by swapping out the images in the file theyre in on the server.I would also like to get a nice transition between the images...ALSO i want to dynamically load the images for the buttons that will be used for switching from picture to picture(which im thinking i will be able to do after i know the how to do point the aforementioned things.)
Through tutorials I've found around the net I've been able to get most of the parts together... but i get lost because what they show you for AS2 they don't for AS3 and vice versa, at least that ive seen.so... I guess my question is... would i need to set up 5 seperate dynamic text fields on the stage and then set each one of them to one of the corresponding button. If so what AS code would i need to use to do so. And if not what would i need to do?
The other part of the question would be I know about the UILoader... would i be able to use it as my buttons and images, if so would i need 5 seperate ui loaders for both the Thumbnail buttons and the images or is there a way that would be better to do it? and once i do that would i do the transitions using frames and tweens like with AS2?
If I create a new flash AS3 file and create two blank keyframes in my actions layer I can add actions to each keyframe separately no problem. I can then easily switch between the actions frames from the menu bar on the left of the actions input panel. However if I try and do this on any of my projects i've been working on for a while when I create a new blank keyframe in the actions layer and try to add actions to it, I get sent straight back to my first actions keyframe and not a nice blank page. Can I even apply seperate actions to seperate keyframes?
This is NOT the same as my last thread as i am after three and NOT ONE as last time. In the attached movie there are three seperate movies loading into three seperate tweens. Please note that i am happy with this movie as it is, and do not want to change anything about it except for the script itself. It refurs to three seperate clips "b.a","d.c" and "f.e". What i want is for the script to incorperate all three clips under one name of "mc" And instead of have three seperate widths, "width 1","width2" and "width3" i want the script to also incorperate all three widths and heights into just one name of "width" and one name of "height".
I have an intro.swf file that is basically a movie with sound that is exported for actionscript but not exported in the first frame. I just stuck it in a movie on my timeline and it works great and the preloader works because it doesn't load the sound before the preloader. I use :
musicSound = new Sound(); musicSound.attachSound("music"); musicSound.start(); to play the sound in intro.swf.
However, now this intro.swf gets loaded into an index.swf and everything works fine and the sound plays as long as I have the sound included in BOTH the intro.swf and the index.swf and the sound is exported on the first frame in the index.swf. I was hoping I could remove the sound entirely from my index.swf since it already loads into the intro but so far
I have been having trouble creating a movie clip with a reverse rollover effect within a movie which has a reverse rollover effect. that sounds confusing
In essence I wish to create a panel that rolls out on rollover and rolls back in reverse when the you rollout. I have done this using this script
[Code]...
However I wish to make movies within this movie that have the same effect on them. But when I create another movie or button within this movie it is not registering on rollover. I guess because the script on the main movie overrides it?
I am creating a calendar and only one part isnt work. That part is the movie (mc_nav). I have the mc_nav movie on each month's stage. The buttons are named correctly since I used normal modes reference thingy to double check the references. I am trying to have it move to the next frame in the movie, or back, or to the 3rd frame etc. The first section (NAVIGATION BUTTON LINKS) works fine. It is just when I try to navigate on the Scene 1 stage, from a movie within a movie, that the trouble arises. Each of the month movies (mc_sep, mc_oct, etc) have mc_nav placed on them. Then the month movies are placed in Scene 1 on each of their respective frames (mc_sep = 4, mc_oct = 5, etc). When testing the movie and I am sent to any month page, the navigation (mc_nav) wont work. The syntax according to the flash debugger is correct. The action script goes all the way through to the last frame (13) and the stop(); command is set to stop the movie at frame 3 (the splash page).
I'm trying to use 2 separate timers in a flash solution (CS4, AS3). The second timer won't fire. I need 2 constant events. one could drive the other
I'm displaying a different image every x seconds. I'm fading the old image out and then fading the new image in. Unfortunately, I've not been able to get these events to work in tandem. fade in and out times are both 2 secs & need to be sequential.
I am new to as3 and am having an issue transferring a Flash Video Gallery into a seperate flash file.Basically I want to add this video player file into a separate flash site I am making but don't know how with as3.I copy all the library assets from the video gallery FLA into the other movie, put the movieclips in the right location and upload all the relevant actionscript files, xml data linked with the original video player file but nothing still shows up when tested live.
im trying to find info about giving sections of my flash websites different urls.[URL]How do i code it so that a url can take me to a section of a flash website?
I've been working on this problem for months, can'f find a viable solution. I can get the main movieclips of the files to p with a mouseover action, but I really need three separate swf files to sync upon load.
I am currently wondering if it is possible to load a swf that is sitting on another file server. I.e. I currently have a custom play bar swf which is embedded on a website (behind the company's firewall) which then loads swf content (currently in the same folder on the website server). The problem I have is bandwidth between remote sites is limited and streaming the swf content from the website server is not an option, however we do have a DFS set up to push all the swf content out to local file servers.
I have tried using a file:// path which works if you create a windows projector file however it doesn't work when embedded onto a website as it seems to try to access via http which the file servers are not set up for. So is it possible to get the play bar swf to load the swf content sat on a remote file server?
I am new to AS3 and I want to organize my code as what I did in C++, which I can have a .h and .cpp file. Is there any way to organize code like this in AS3? [code]....
I have a 5 menu system in my Flash file, and to keep size down each element of the menu is a separate Flash file. So basically if "About" is pressed the about file loads onto the stage... The problem I am having is, when a menu item is pressed, let's say "About", I want whatever file has been loaded previously, I want it to fade out and then load the selected file... How could I do this? Once the menu is pressed I could easily make an as to fade the current movie out, but how would the file know what to load as the next item?
I have a small FLA file i created myself. its just a simple mp3 player, pause and stop and a volume slider, thats it.I want to import three instances of this into a bigger movie and have them all available to run at the same time.I need them to be all on the screen at one time (same frames) and I need them each to be able to play a different mp3 The user will not be able to decide which mp3, this is all 'hard coded' into the fla file.So how can I do this and get access to each individual movie's controls?
For example when I use the slider on the first player, I only want the volume to change on the first mp3.Would I even have to worry about this in the big file that has all three movies in it?I mean could I just code the volume slider to work right in the mp3 player file and then the bigger movie file will automatically know that when the volume slider is moved, only to affect the voume of the first mp3?if i do it that way, would I have to save out 3 different versions of the mp3 player file. one with '1.mp3', say, hard coded into it, another with '2.mp3' hard coded into it, etc?
I am currently designing a site for a client and I need to be able to have 2 separate flash files one with a video playlist in it and the other as a video player in a separate file. Is there a way to link the 2 files and make them interact with each other?
I feel like MVC misses a letter to describe the situation in a game. The model to me seems to consist of two distinct parts:
A group of vars that describe the current game state (these will have setters that send out events on change, and getters so that the view can access what changed) The rules of the game that determine what happens once a certain input (i.e. shoot();) has been received by the controller (these will update the group of vars as deemed appropriate)
The view will exclusively be reading from 1 while the controller will be exclusively communicating with 2. This is why I make the distinction and want to divide them up into class1 and class2.
My questions:
I am unsure if I should be making this distinction, since I haven't seen it anywhere. If I should; should I make two separate classes, or should I extend class1 with class2? Finally, I am having trouble making sure that only class2 (and not the view) can change the variables in class1 (while still being able to send out an event when a value changes).
My goal is to have a map that I can drag around within the frame of a webpage. Finding the right code to move the map in a restricted frame wasn't too easy but I managed to find that (which works like a charm):
Now the catch is that I'd like the map to be dragged simultaneously with a movieclip situated above, that contains names of regions, cities etc.. Both can't be on the same layer as I need to put a layer of texture in between.
Is there a simple way to link both layers and make them move at once?
i am putting a preloader in a seperate scene in my flash movie.for some goofy reason, it will go to the preloader and get to lik 99% and stop, and will not proceed to the next frame. i have tired EVERYTHING that i know to make it work, but it will not.[code]it is placed on a moive clip that retains all the text and graphics for the preloader.like i said the only thing that won't work is that it will not proceed to the next frame.i have replaced the _parent, to _root. i have used frame labels instead of ("Scene 2", 16). i have no idea what else to do.
I am making a little story thing which is sort of like a slideshow but I use sound in many parts of it. I searched online and the AS3 way of doing it seemed to be linking an imported sound clip to a class. My question is: Do I really have to make a separate class for each soundclip or is there an easier way of doing this if I plan to use these sounds multiple times? For reference, it should be roughly 434 sounds by the time I'm done