Create A Scrollpane That Is Activated By A Button?
Jun 5, 2009
I'm trying to create a scrollpane that is activated by a button. I've already created the scrollpane and linked it up with the text I want, I just need to know how to make the button activate it.
I'm creating a platform game, and I want the character to hit a button which would take them to the next level (keyframe).
I want it to work like a normal button, except for the character on the screen, on contact with the button to transport into the next keyframe, rather than the user having to click the object.
Also, is there anyway to do this while at the same time (while changing to the next keyframe) keeping the score, so it adds up with the next levels points?
I have a MovieClip inside a ScrollPane. Inside this MovieClip i have buttons. What i want to know is: how to click a button inside a Movie Clip, that is inside a scrollpane, and make it load a swf outside the scrollpane?
When the user mouses over a button, it brings up a menu. I want the user to be able to click things in that menu that pops up, but of course when the user moves the cursor off the button and onto the menu, it deactivates the button and the menu disappears. Is there a way around this?
I am trying to have a link on a web page open up a flash video that appears to hover over the html. I have read web pages explaining parts of this but I cannot get it all to work together.
I am using swfobject to embed the flash object into the web page. I think I need to use javascript to handle the event of clicking on the button and then use z-index to have it appear to hover. Ideally the flash would center itself in the middle of the browser
I want to have pop-ups activated on mouse over of a button in my all-Flash website. By pop-up, I mean in the same browser window. Just a small window that comes up with a small amount of content related to the respective button. How do I do this?
I'm designing a countdown timer that starts when you press a button.There are 4 buttons altogether in which i placed preset values like say, 5,10,15.20 mins.You get the drift.and it is supposed to start counting down from there.
However,when i press the button,it just gets stuck at a certain number e.g 4:58:49 and it doesnt count down.My actionscript is written like the one below.i don't understand why it doesnt work.A
I have a button on my page and when I click it, I'd like a sendAndLoad event to happen. The button's instance name is button. I'm not sure how to get the sendAndLoad to be activated when the button (in this case a submit button) is pressed. I know that sendAndLoad is with the LoadVars class so I'm not sure it can even be called within a button actions. Here is the sendAndLoad I'm trying to use:
I am using the mctween activated bttn.My bttns are looped and have been defined in a variable.I am trying to get specific onrelease functions such as loadMovie from each button in the loop depending on what bttn is clicked,but instead the onrelease functions is loading movies for all when any bttn in the loop is clicked.Heres my code.
Code: // Includes the tweening extensions. #include "mc_tween2.as"[code]....
I'm trying to make sure that if the user clicks, this.button_2 then this.button_2 will load movie2.swf alone not every movie for every bttn in the loop.
I googled this online, and almost all of them start with dragging the scrollpane from the component toolbar.
I don't like the way this scrollpane looks. How to change the color, shapes, etc. Can I do this through altering the code, or do I need to start from scratch?
I used to make fullscreen Flash websites, using 100x100 width/height and "No Scale" on Publish Settings.Everything is ok on a browser, since I can position elements using relative coordinates for liquid layouts.Now I have to make a fullscreen standalone .exe projector.To get fullscreen I use fscommand("fullscreen", "true") on the first frame and it works.
The problem is:If I create a 1024x768 Flash movie, even with 100x100 and "No Scale" activated, the movie remains at 1024x768.So, if I trace stage.stageWidth and stage.stageHeight, those remain respectively at "1024" and "768", but I need for the movie to get the max width and max height available on the system.
In the browser it happens automatically, but in the Flash projector it doesn't. how can I get the movie to match the exact size of the screen where it runs?I've tried with Capabilities.screenResolutionX and Y but there is no way (and I think it's normal) to set the stage.width and stage.height properties on runtime.
I have the following structure set up from the top down - one inside the other on the stage. All instance names have been assigned properly[code]...
I've been trying various combinations of this from the main timeline to get a response when I fire the link (card1_button1) but nothing works. This is the longest version with everything in the path[code]...
how to build a button inside a movieclip. I have a template that has movieclips within movieclips, and when I create a button (all using AS2) the button will work if I test the scene, but in the whole flash movie it does not work. I also have some buttons located inside a ScrollPane that also do not call correctly.
I'm trying to understand how to build a button inside a movieclip. I have a template that has movieclips within movieclips, and when I create a button (all using AS2) the button will work if I test the scene, but in the whole flash movie it does not work. I also have some buttons located inside a ScrollPane that also do not call correctly.
i dublicate my movieclip named mc2. (mc2 in mc1 moviclip). And my scrollpane 's contentpath is mc1. When i do that, it works. but if i make scrolldrag = true, my button in my movieclip doesnt work. How can i use scrolldrag and button click in scrollpane content ??
I'm sure I am missing something. I have created a scrollpane instance "Buttons_sp" and set the source in the properties panel to "SantaThumbs_mc" Set the symbol linkage property to Export for Actionscript and used the default assigned class name for the SantaThumbs_mc. On my main timeline I have another clip LargeSantas_mc that I want to access specific frames on when a button in the scrollpane is clicked.
The button listeners are on an actions layer in the SantasThumbs_mc and at this point I have only one button with active code so I know that the code is being seen when I test the movie, which it seems to be.
I'm a beginner actionscripter, so I hope you will take that into account when replying. The problem I am having is that a client has asked me to place a call to action button inside a textbox that scrolls. My idea was to create a movieclip containing the text and the button, then place that movieclip inside a scroll pane. I've been monkeying around with it all day and have made minimal headway. I'm not even sure of the best way to accomplish this.
If one of you learned actionscripters out there could point me in the right direction, perhaps I can find my own solution. The client wants me to use custom icons for the scrollbars, and as altering a scrollbar component seems like such a PIA, I'm trying to avoid using components.
I have a scrollPane on my stage, and I have a movieClip inside of it with a bunch of buttons. When you click on one of the buttons, I need it to gotoAndPlay a frame label on the main timeline. So far I cannot get this to work.
I am using ScrollPane component of as2.0, but I want to move the scrollPane left an right by clicking external button does it possible? this button can work like the functionality of LeftArrow anf RightArrow in scroll pane.
The "size" is 1200x800 pix, and here is were the problem is. When a person look at the site with a 1280x800 or smaller a bit of the site is not there. I don't want to resize the file, so i thougt that the easiest way to solve this problem were to input a scroll, but I can't get the damn scroll activated. Do i need a huge actionscript or is it as simple as mark somewhere in publish (when you create the html-file) need answer as fast as possible.
I have an object that has been added to the stage, exported properly for actionscript, and given an instance name.It's class file is this:
PHP Code: [code]....
And yet none of this works. The trace doesn't even go off, meaning the constructor is never activated. It's linked properly; if I go to the movie clip's preferences and hit "edit class file" it takes me to the proper one.It's possible that the problem lies with the frame numbering. The first time this object is added to the display list is in Frame 2...and it says "export in Frame 1" but I'm not exactly sure what that means or how it affects the class definition or how to get around it. I tried adding it (var sb:SoundButton = new SoundButton in the first frame,
I'm trying to figure out how to get buttons to be activated by keyboard presses. I have found how to do that with specific keys ... but not with ANY keypress. I'm making a game for tiny children and they can't manipulate the mouse well. So I'm setting up a few things on stage that will run in a certain order when the child presses any key on the keyboard. For example, any key is pressed, dog wags his tail .... any key is pressed again, cat jumps, any key is pressed a third time, cow munches hay, and so on till it goes through a bunch of animal animations, then goes back to the first one. I'm pretty new at this stuff and have been banging my head against google for days trying to find the answer to this out there with no luck! I could do either movieclips or movie clips inside buttons if that makes sense.
anyone got an idea of how I can create sound or voice activated animations? What I want to do is set up a microphone so when a viewer speaks, a movie will either activate a sound clip or an animation?
I have a mc that when clicked moves off screen, however when it starts to move, once the mouse cursor is off it, it moves back to its original position because my onOut event is to have it move back to the original position.
How do I avoid the onOver activating after the mc has been clicked?
(p.s. - I'm wanting the button to also lead into the next frame and to never be seen again).
I have a mc that when clicked moves off screen, however when it starts to move, once the mouse cursor is off it, it moves back to its original position because my onOut event is to have it move back to the original position. How do I avoid the onOver activating after the mc has been clicked?
I have a button in a movieclip. Mc is activated by an invisible btn, on the timeline.... I want the btn "thumb6" in the movieclip to go to the frame called "img1", which is placed on the timeline also.
I've got this button that sets _xdest = 450. What I am trying to do is set an If move._xPos>= 450 then a function is activated like this move.onEnterFrame = function() { if (_root.move._xPos>= 450) { out(); }};