Actionscript 3 - Imported SWF Timeline Control In Flash?
Mar 8, 2010
How to control imported .swf timeline?
var introLoader:Loader = new Loader();
var introReq:URLRequest = new URLRequest("intro.swf");
introLoader.load(introReq);
introLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
function onComplete(e:Event){
addChild(introLoader);
}
I have an swf file, MyRoundButtons, which is a set of radio buttons I built (not components). It works fine, but if I import it into a parent it won't work anymore. I have to write a script to load it into a movieclip, (which I hate, because I'll have a several different swfs to assemble on my final stage. I really want to see them all on the stage together, not just at runtime.)
Even when I load it into a clip and the buttons work, however, it doesn't seem to have a separate timeline when double-clicked ,and:I can't make the imported buttons control the timeline of the parent.I defined a test function:
Frame "nirvana," in th parent, has a Trace instruction in it. goToNirvana works on its own in the parent. [code].....
Whether I define that function in the child, the parent, or both, the instruction won't work. Now, I'd prefer not to do the loadMovie thing at all if I can avoid it, I'd rather have fully rendered button clips onstage at authoring for me to arrange and move about, with fully independent timelines right there. But you see what I'm trying to do. I just can't get it done.
I have a feeling this is a really basic question, but I am pretty new to Flash. I've imported an FLV file. This file is a slideshow of photographs with a Ken Burns effect already applied. I was hoping that I would be able to see the video frames on a timeline.What I then want to be able to do is jump to different frames (approximately where the photo changes) as a result of clicking buttons.
I'm trying to control the timeline in my Flash movie. How I have my movie set up is:
1. The main timeline with AS, sound, some text that appears at the end of the movie (credits), and a movie clip of an entire scene with background. Inside the movieclip background, I have several other movie clips of parts of a duck animating, the background scene changing color, and a mask that opens and closes the scene (at the begining it opens and at the end it closes), and an object that I just added ( a ball). I gave the ball an instance name of ball_mc and all I want to do is to make that ball stop from looping the animation when the ball's movieclip is done playing.
I've tried to put a stop(); at the end of the timeline in the ball's movieclip, but that did not work. I'm missing something, but I'm totally clueless when it comes to ActionScript. I've only been working with Flash for about 6 months and haven't really gotten into AS a whole lot.
I have been doing some searching around some and have come up with import flash.display.MovieClip; and this.stop(); or this.gotoAndStop(); and/or gotoAndPlay(); and ball_mc stop(); I've tried using these codes, but I'm still missing something. Sometimes, I get an error that comes up and says that my varable isn't defined. I have no idea how to define a varable?what i need to do to control the timeline to make my movieclip ball_mc stop playing at the end of the ball's movieclip on the timeline?
This is probably ueber basic, but I don't know how to do it. I am importing tweenlite on the root timeline like this: import gs.TweenLite;
I now want animate things in other MCs. I tried something like this, but it did not seem to work.parent.TweenLite.to(text1, 3, {_alpha:100, overwrite:0});
can a movie clip which is loaded from an external source control the main timeline? For example I have a set of buttons contained within a movie clip which is loaded externally onto my main timeline...can those buttons direct the swf to a specific frame on the main timeline? Also...is there any way to load an external movie clip into a specific LAYER rather than Level?
On my main timeline, I load a mc from the library with:
text_content.attachMovie("text_content", "text_content", 10); There is a marker inside this mc called "news". I need a script in the main timeline that will gotoandStop "news" within the "text_content" mc.I have tried, amongst others
I have a simple flash project with a TV and a remote control. right now there are arrow buttons on the remote control that i have setup so that when you click on the button it goes to another frame. now my client wants it also setup so that when they hit the arrow buttons (up, down, etc) that it goes to a certain frame.
OK from the title you can tell I'm now a AS3 newbie. Its a shame because I was good intermediate at AS2 and all of a sudden I'm back at square one - and I'm no programmer so there's little chance of me learning AS3.
1) Back to the problem. I used to control events on my timeline with simple timers and such, utilising code like: _parent.MC1.Play(); Now that doesnt work, _parent and .root are gone, and I can't even get basic things to work anymore. I want to do is advance "MC1" to the next frame.
2) Is there a *simple* reference/summary of what happened to my old AS2 commands somewhere.
Where can I find ready-made buttons that will control an FLV and a timeline together? I have a swf with an FLV and I animate images and phrases on a movieClip timeline timed to what they say in the flv. I set up cuepoints that trigger the animations, so when users scrub, pause, etc. the timeline eventually catches up with the FLV, but it would be a lot nicer if the pause, scrub, etc. would do the same to the timeline and there was no lag time.
in AS2 how would i use the down arrow key to make the timeline play? at the moment i have this and i presume i need to put something after that to make it play. [code]but i presume this is totaly wrong because the "stop();" doesnt stop the clip when the "if (Key.isDown(40))" bit is after it.
I have an application with a collection of sounds in the timeline. One sound file is recorded at a slightly lower volume than the others. I know I could change this in Audacity but I'm wondering whether I could attach a line of actionscript to its button to raise its volume slightly.I know its possible to do this when playing sounds with actionscript directly from the library, but that would be too big a departure from the development style used.
I am creating a very simple presentation in CS3, which will be projected on-screen and will have a live speaker. I would like to be able to pause the SWF at various locations along the timeline so that the speaker my discuss issues on the screen, and then presume playing it. Since don't want this control visible (such as with a button) to the audience, I would like the control either with the press of a key, such as the arrow right key, or with a remote controller. How would I encode this both with the press of a key or with a remote controller?
i know i've done this before! i have a swf. 4 labels. a stopat frame 1. i embedd this into my main timeline. i have 4 butons inan MC in my main project, going to specific labels in my maintimeline, where i have the following code, attempting to load theswf and jump to that label:
in the old version of flash, there was an option in the property inspector where one could have assigned ie. 8 seconds to a keyframe (esp. text) so one could read the let's say 3 sentences before the next set of sentences came on the stage. i swear there was an option for this in flash 8. can anyone tell me how to control the timing in flashcs4 in between frames? i know how to make the very last frame stop( ); in actionscript 3.
What was simple is now documented by 15 pages of chicken scratchesI have searched through the docs and am just lostWhat I want to do was simple enough in AS2: onClipEvent (EnterFrame)_root.gotoAndPlay("2");But can't be done now. It doesn't work as a frame action either without the onClipEvent. All I want to do is go from the last frame of the timeline to frame 2 and skip the preloader. How the heck do I do that in AS3? I've searched online and cannot find the method, and perhaps search terms don't work. Anything I can find applies to AS2.
I am trying to use a button to control a timelineie if you click once you gotoAndPlay frame 2, the next time you click the same button you will gotoAndPlay frame 22, then gotoAndPlay 44 etc.I have spent the last couple of days trawling forums and a variable seems to be the answer, but I am not sure if this is correct.
I am building a somewhat sophisticated slide menu. I have input a wait(); command using setInterval in the first frame of my actions panel. My wait() function works perfectly.I have also set a few variables to start out being false. Once a particular button is clicked, it sets the variable to true and sends the playhead to a particular spot within the movie. Actionscript then performs a command to that says if that variable has been set to "true" gotoAndPlay "this", otherwise gotoAndPlay "this-instead".
The problem I am having is that when I click on one of the buttons, it is somehow setting all the variables to true and sending the playhead to places I don't want it to go.Here is the code I have placed in my first frame:
button1 == false; button2 == false; button3 == false; button4 == false; //Make movie wait for ten second interval before resuming playfunction wait() {stop();var myInterval = setInterval(function () {play();clearInterval(myInterval);}, 10*1000); // stop for 10 seconds}[code]....
For some reason, regardless of which button is actually pressed, (cube2, cube3, or cube4, all of the variables are set to "true" and the playhead goes to whichever frame it wants to at that point.
I simply need to use key presses to jump around on the timeline, ie. press "a" and the movie jumps to frame 355. Preferably a simple way of doing this with AS2. Please help... I will help you with Photoshop one day.
I have a flash web site with multiple scenes for each page. I know, I should use multiple swf's, not scenes, and I probably will if I can't get this figured out.So what I'm doing is that my link buttons set a variable called "destination" which then moves the time line to a frame label called var_transition, where var is the prefix for the current scene.(for example, the transition frame on my primary scene is ov_transition, where the transition frame for the faq scene is faq_transition).So you see, I don't have duplicate frame labels, but what happens is that the transition works perfectly when moving from the first scene to any other scene, but after that things get a little screwy... When I try to go back to the primary scene, the transition loops itself to the point just before the timeline would move.
It's 5 frames with a tween of a single graphic that sweeps past the stage. When the graphic fully covers the stage, the time line should move to the frame label defined in the destination variable, where, at that point, the transition will finish by continuing it's tween until it fully reveals the stage at the new location.Also, I included a button on the second scene (auto parts) that should send the movie to the third scene (bank), but when I hit it, it sends me to the 4th scene (cafe) for no apparent reason.
is there a way to place a control bar and counter into a Flash file and saved to a SWF, the same way you would have a player control bar in a FLV file? This is what I need it to look like... [URL]
What I need its a way to control my timeline forward and rewind. To make it easy to explain I will make a example: Imagine that you have a movie (cars crossing a street - with trucks and buses too). Sometimes there is just cars on the street, sometimes just trucks. I should paste this movie into my timeline(like image sequence), in the background of my application. In other layer will be informations, in this example, about trucks and cars. Till this point ok. But I need to make the movie go to the frame that I choose to be the image of the movie that only have cars.
Okay ... this is in frame 15 of the movie. Then I click a button and go to show trucks info. I click and go to frame 30... at this point ok too. But now I click again to see about cars. Its in frame 15 and I don't want to "JUMP" (like gotoandstop)... I want the movie rewinds (in the speed that it plays) till I get frame 15. How do I control the timeline like this? (There will be at least 6 points in this movie that i want to stop by. And this movie begins stopped.)
I've been trying to get a scroll bar to be able to control the timeline of an swf. For instance, let's say you have a movie clip with an animation that is 50 frames long. I would like to be able to make the frame # of that animation to be displayed according to the corresponding position of the tab on the scroll bar. So let's say the tab on the scroll bar is all the way on the far left, then the frame of the animation would be on frame #0 (or label 0). If the scroll tab was all the way on the far right of the scroll bar, then the frame of the animation would be on frame #50 (or label 50).
I have a loadMovie function in my timeline that is loading a external swf file. I want a button to control the tim line of the swf file that is loading externally.I know this is wrong, but kind show what i want to do:
what I have completed already is a slider button that can be clicked on and moved left and right and have inserted my movie into flash. What action script is needed to apply to the slider button so it can forward and reverse my flash movie.I could find any tutorials on this basic dynamic movie player effect.
I need to control the timeline with the mouse. For example, if the user rolls the mouse from left to right. it'll play the movie to the end frame. and if they go back, it'll rewind them to the original frame. Think of it this way, a (faked) 3d enviroment (series of separate images) which is rotating in back and forth and controlled by direction of the mouse. (i'm aware that i could potentially do invisible buttons along different parts of the interface, but that'll not work as smoothly as i need) I've searched for a lot of tutorials and examples, but can't seem to find anything that I'm looking for.