Is it possible to play a movieclip which is in the library, but not on the timeline? If not - and if I don't want that movieclip to be seen until a button is clicked to activate it - how do I hide it? with a mask?
how to play mp3's in flash i know how to link it from url but cant i just play it straight from my comp? ty btw i think ive seen this in the tuts but i couldnt just then soo i posted this
I've managed to follow some drawing tutorias which work fine (mouse down draws a line everywhere you move mouse like MS paint).I would like to adapt this now if I can so that when a user clicks down, a straight line will follow their mouse until they click again and this releases the straight line. This should leave one line on the screen, then they are free to move their mouse and repeat the action again.
In Flash 10/AS3, I added some sound and it seems to be working alright, but I think I'm doing it wrong. I imported the sound into the library, but I believe that it's reloading it from the folder with the swf/sound. I'm loading them like so:
I have to play some sound on a webpage with javascript, and probably flash is the best choise, so i created an swf library with mi sounds wit swfmill [url]...[code]...
I'm trying to play a swf animation that is already in the library. When I try to, it only seems to play the first frame. The process I go through is import to library, select the swf I want, make it a movieclip, assign that swf a class name and then in the code I say:
var swfAnimation:swfClass = new swfClass(); addChild(swfAnimation);
Also, I've tried loading it in externally and it works perfectly. However, all the assets must be contained in one swf, because I am making a game that will be submitted to sites that only accept a single swf.
i am hoping that one of the bright sparks on here can help me to get something working correctly.i have a movie that has a number of mc's that have sounds relating to them - when the mc is clicked, one of a number of library mp3's should play at random. each mc has upto three associated sounds.
at the moment the tunes play on click but sometimes repeat - i need to ensure that each plays a different sound in any given order. this is the script that i have on the mc's to define the playing of a sound - in this instance the "playexplosion" is the call for the sound and it uses the vars/array to call the specific mp3 (explosiona/explosionb etc.
[Code]...
is there something obvious that i am missing in that script? or is there a line i can add to tell the mc to not repeat until one of the other mp3's has been played? it is driving me nuts at the moment - and should in theory be straight forward enough, but in practice it is not that easy
I really do not know how to begin but I have 5 sounds that have been saved in the library with the following linkage names[code]...
How do I place these in an array and have them play in order from explode_sound to explode_sound4 (once one stops playing go immediately to begin playing the next one)? I'd like to add a 2-second delay before the next audio clip plays though.
0i am looking for something easy enough, but i can't find the right way it seems mission: when a button is pressed i want to load a mc (no swf) from my library, play that and when it's done playing(the mc) it deletes. purpose: i just want to make somekind of "flash" "blink" when a button is pressed. when another button is pressed the "blink" loads again. i tried it with the my_mc. _visible = true/false code. but it just doesn't work out.
I would like to know the actionscript for a button to play a movieclip in the library (which is a transition between pages, named "transition1"). However, I have not inserted this movieclip onto the stage in any frame. Is it possible to use actionscript to play this movie clip for its duration on top of the content and then get rid of it from view?
I have a flash file with several frames. In each frame I need to play a sound file.I've added all the sounds to the library and done all the necessary steps to export for actionscript.Here's my code to play the sound in one frame.
var sound1:Sound = new Cal10101(); sound1.play();
This works great to play the sound. I am using buttons to move to the next frame. When I click the button to move to the next frame, I need the sound from frame 1 to stop and a new sound which would be Cal10102 to start playing.How do I stop the sound from frame 1 from playing when I go to the next frame?
I'm using AS3, and have one simple layer with 4 keyframes If I import it to another fla file as a library item, it keeps showing me all keyframes, I don't want that I want it to show me the whole animation.
Like, if I have an animation of me swinging a baseball bat, I don't want to see all the keyframes seperately imported into the library, but I want it to be all in one piece, so that when I click play it plays all keyframes.
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.
I have a 'back,play,stop,next btn in my playa...how to call sound files from the library and play them each time I press the 'Next' btn & the previous sounds files played in order when i press the 'back' btn?
i'm working on desktop application that should open remote flash object with flashvars parameters.I tried with shockwave flash object library, but seems that flashvars option is not working. Also i have temporary solution with webbrowser control and making flash object filled. But webbrowser require Internet explorer with flash player installed. I can install flash player with my setup installer, but can't install flash in internet explorer automatically.
I know you can restrain an mc in a rectangle when using startDrag, but is there a way to have the mc only go horizontal or vertical without going off diagonally? Sort of like a slider that can only move in a straight line in four directions (like a cross).
I am trying to bend 2 parallel lines into a circle, but with a motion tween, it curves under eachother... (see att)how would I make them curl to a circle
I've followed the drawing api tutorial off here for MX and have got that working perfectly. I would like to adapt this now if I can so that when a user clicks a straight line will follow their mouse until they click again and this releases the straight line.
I've managed to get the flex WebService class working with my Flash CS4 project.The problem I'm having is that If I do two calls in rapid succession to different methods of the same WebService,then I can't distinguish the results when they come back.In my project,my function onWebServiceData would trigger twice,but I couldn't tell which time was in response to Method1 and which was in response to Method2.
I have this code inside an ENTER_FRAME event. I'm trying to move the "ball" from its x- and y-position to a tartget x- and y- position:
Code: if (processClick) { if (ball.x < targetX) ball.x += 8; if (ball.x > targetX) ball.x -= 8;
[Code]....
But the "ball" doesn't move in a straight line, I think it is because the x- and y-movements are processed independently?
Is there a way thay I can make the "ball" move in a straight line from the starting point to the target point?
Also, is there maybe a way to manually create a tween between the starting point and the target point using actionscript? If I export the "ball" movieclip for actionscript?
I am trying to create a flash movie (AS3) that would allow the user to draw using his mouse but straight lines only. The user would click to set the start point of the line then as he moves the mouse around the line would move with the mouse until the user clicks again to set the end point. When the user clicks again a new line is created without deleting the previous one.