We have this wicked project requirement to force play a flash video from start to finish upon user login. One possible solution is to autoplay the video and disable the mouse and keyboard while the video is playing. Is there a way to disable the mouse and keyboard in flash? This means you cannot click anything and type anything until the video finishes.
I've created a simple movieclip (48 frames long). I want to play this movie on the stage. I created enough frames, but the movie doesn't play. I haven't used Flash for a real long time, so I'm probably missing something simple.
I'm trying to make an advanced rollover button that finshes the movieclip whether the mouse is on it or not. All I need is the actionscript that'll finish the movieclip and not repeat after a quick mouseover
Basically I'm doing a flash website for my 3D animations. Once my intro animation ends my menu comes up which is within a main movieclip called menustage_mc and within that movieclip is a bunch of movieclips acting as buttons to navigate through the site and their animation.When you press on a button it will move to a particular scene. I'm using multiple scenes so i don't clutter the main timeline for myself. I've read a couple of posts saying that i shouldn't use multiple scenes but there is no explanation as to why. I'm assuming i should add and remove movieclips but i'm very new to actionscript and in particular as3 but that's a different question somewhere down the line.
My problem is that when i click on a button for example sketches, i want to finish playing the menustage_mc animation and then go to the sketches scene. However i'm trying different variations and am not getting any success. There are instances where the animation plays but then doesn't go to the next scene. Another instance is that it goes straight to the selected scene but doesn't finish playing the menustage_mc.So all I really want to do is finish playing the menustage_mc animation before it goes to the correct scene? I have seen things where I can go the menustage_mc and put nextScene(); on the final frame but it's not what i am really aiming to do.
I've been fumbling with this issue for a bit. I've got a lovely little tooltip movieclip that follows the user's mouse for a few seconds before it removes itself. My problem is that if there is one already there I remove it, however, I cannot seem to remove the Motion_Finish event and it still fires and possibly deletes a new tooltip. What I want is to essentially put in a line item such as: var tween(smallhelp_panel).deleteAll(); I saw a tweenlight function killtweensof(mc); However I've used the tweens I've incorporated below throughout my 30k lines of AS3 code.
Here is my tooltip handler. I call it with a simple Main_Warning("Please don't forget to save!",5); My movieclip is a 'smallhelp_panel' and I check if it already exists and remove it. However, the alpha and MOTION_FINISH tweens still exist and cause issues with any new smallhelp_panels. public function Main_Warning( the_text:String, myTimer:int = 4){ if(smallhelp_panel != null){ stage.removeChild( smallhelp_panel ); [Code] .....
Just got into flash about 8 months ago and have an assignment for AS2. (Personally I like AS3, but I have to work the parameters of the project). My question: I have a loadMovie command on the 1st frame of my timeline. How can I play a movieClip from the library and leave it on the stage before the loadMovie. I can provide more details and the code i have so far if needed.
On the stage I have a movieclip called mc_back. I also have a movieclip on the stage called mc_content. Now, inside mc_content I have a bunch of code and some of it adds, or should add, an EventListener to mc_back as well as a a function that works when mc_back is pressed.
So basically, all code is written inside mc_content and some of it needs to interact with mc_back.
how to target mc_back from inside mc_content. Using stage.mc_back or root.mc_back doesn't work and Google should be my friend, but in this particular problem, it's acting more like my enemy.
I'm using the Actionscript Timer class. What happens if I run a function every 3 seconds, but the function takes 4 seconds to complete? Does the Timer object queue up events? I guess this must happen if only 1 thread is being used?
I made an animation contianing several layer and it works wonderfully, and in the last frame on it's own layer, I put a stop action.Then I made a movie clip object, containing a secondary animation, and I wanted to simply have that movie clip play within the content area of the original animation I made. I would like it to start and loop over and over after the first animation has completely loaded and stopped?
Everything I'm finding online refers to making an button to activate the movie clip and make it play, but I have to believe there's a way to do it automatically as It's a header for a website, and it need it to just load the primary content which is a logo and an address that fades in then slides to the right side of the header.Then in the empty left part of the header I want this movie clip to go ahead and play on a loop.
I have 10 buttons on my homepage and I want to play the same movieclip when you click on a button and after that move to a specific frame for each different button.
Someone know an easy to make this without having to create 10 differents movieclips just to change the action at the end of the movieclip?
Is it best to try to play a movieclip backwards or maybe use some other technique like reversing the frames and creating a new sequence and the play that one?
or is there an easy way to play the frames backwards?
I'm trying to play through a MovieClip frame by frame using setInterval. Overall I'm trying to imitate speeding up and slowing down of the MovieClip by changing the setInterval time. Basically, when a user moves the Slider the MovieClip needs to speed up or slow down based on the Slider value. EDIT: The code above works to a certain extent. As in the slider updates updateClip() and the MovieClip does actually play at one speed. But the MovieClip does not play at the speed variable value. If I remove the ClearInterval() the MovieClip just plays at one speed but then doubles when the Slider is changed. What I'm looking for is the MovieClip to play at the same rate as speed value.
I have a Movieclip on stage with nested movieclips inside. All referenced at 0,0. None of the child movieclips load any dynamic content, animate or have Masked Layers. It does have an input textfield in one of the child MCs. The parent MC shows 280 px width, while it returns 313 px with a .width trace. There is no code that alters the .width value of the parent MC at run-time. And the ParentMC on stage is not scaled (it is at 100% width/height)
I am loading a MovieClip using MovieClipLoader. When the MovieClip starts playing, it changes the alignment of my stage to LT, which incorrectly repositions all the other objects on my stage.
Is there anyway for me to:
Prevent the MovieClip from changing the alignment of my stage? Adding an event handler to an appropriate event, so that I can reset the stage alignment when it gets changed?
I have already tried resetting the stage alignment on the onLoadInit event of MovieClipLoader and the onEnterFrame event of MovieClip, but both seem to reset the alignment too soon.
I am getting a little fustrated with trying to remove a MovieClip from my stage after I am done with it. On loading my frame, I have a little bit of code in a function that creates a piechart.
var piechart:MovieClip = new MovieClip(); stage.addChild(piechart); //Then a bunch more to draw the pie chart
So that bit of code is NOT on my "Actions" layer. Now I have a button on this frame that navigates to a different frame in the timeline but when I change frames, the piechart remaines. So, how do I remove this piechart from the stage after I am done with it? I have tries stage.removeChild(...) and others but perhapse I am calling it wrong?
This may be a stupid questions but I can't find it.I'd like to refer to movieClip onStage by looping though it for example, I have 10 movieclips name slot1 - slot12 then in my code
var hole:MovieClip; function checkHit():void { hole = pirate.slot3; // My problem is here how do i change this slot3 to slot 4,5,6 ...
I have a movieclip within the main clip called "playPause" which starts with the Pause button shown. When clicked the movie clip moves to show the play button and pauses the current parent movie with the AS "_parent.stop();" when the play button is then pressed the movie plays via "_parent.play();" and reverts back to showing the pause button.
Simple so far. What is getting me is if I add a movie clip within the parent (say some scrolling object) I cannot get the added clip to pause. For example say the "parent" movie clip the playPause moveclip is within is called "intro" and the moving object is called "introObject" which is embedded in a frame along with "playPause"
What I have setup for the playPause buttons is for pausing _root.introObject.stop(); and playing _root.introObject.play();
Is there an easy way to switch out a movieClip for another dynamically loaded movieClip?
I have and eventListener onCLICK that when selected it starts an FLVPlayback but I would also like to swap out with another movieClip Play Now / Now Playing button.
Just some background. I am looping and loading a play button jpg's into one movie clip and assigning an incremental number as a name to the play button movie clip. On Click that play button plays a movie but now I would also like to switch the play button graphic to a playing now graphic.
//ADD EVENT LISTENER TO ALL MY THUMBS_BUTTON thumbs_button.addEventListener (MouseEvent.CLICK, playVideoThumb); for (var i:Number = 0; i < my_total; i++) {
How do you make a movieclip move horizontally from the start of the stage to 3/4 of the stage. Stage size is 700 px by 600 px i want just one row in the middle of the stage. i want that movieclip to disappear right after it reach the end of the 3/4 mark.
My Flash file contains a movie-clip(Box1) that is exported for Action-script but it is not exported to Frame 1 in Linkage Dialog Box. Box1 has been put on frame-40 and the object is accessible in document Class but is not added to stage. However when it reaches to Frame 40, the object at Frame 40 get visible. My question is where is boxObj??
I have a number of instances of a MovieClip on stage. These are dragged onto the stage and arranged manually. Now, I would like to alter the instances during run time, using as2 code.
how can I name all the instances of the same MovieClip dragged onto the stage, using as2 code? (specify if the solution involves exporting the library MovieClip with an identifier name)
How do I make sure that a movie clip that starts on the stage has a higher zindex then when I addChild and add a linked movieClip from the library.
Really my code is pretty simple
background_image = new Sprite(); main_container.addChild (background_image);
But I have a movieClip "message_box" that I dragged onto the main timeline. When i add the background_image which is the full size of the stage it overlays the "message_box"
I know you can set the childs index but how do I set the "message_box" index?
I have a movieclip within the "over" section of my button, which contains both an roll over and a roll out animation. My problem is that I cant seem to get flash to play the rollOut animation.
I placed the following code in the button itself
on (rollOut) { this.start_mc.gotoAndPlay("mouseOut");}
I tried setting up a function to find when the user rolls off the button but it didn't work either.
I have an external swf called "home". On the "home" stage is a button, and when this button is clicked, im wanting it to play a movieclip on the Flash document the container resides in (index.swf).