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Different Behaviour In Test Movie Vs. Simulate Download



There's a difference between Test movie and Simulate download.
My movie is working in Simulate download mode, but is broken in Test movie mode. If I publish, it's behaving in the same way as in Test movie.

What is exactly the difference between those two? If I know that, I might be able to solve my problems...

For your information: the problem is that I have a Window created by PopUpManager that doesn't get to the top, so I use swapDepths to get it to the top. In Test movie, the close button doesn't work, but in Simulate download everything works perfect.



KirupaForum > Flash > Flash 8 (and earlier)
Posted on: 07-13-2006, 04:04 AM


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MovieClipLoader And Test Movie / Simulate Download
I'm working on an AS2 AssetLoader class, and I'm getting different results using MovieClipLoaders, as opposed to the old enterFrame / getBytesLoaded() combo.

With an onEnterFrame handler, I'm getting smooth progresses across all clips being loaded, but with the MCL route, There's a fairly substantial pause, then all the clips seem to load almost at once.

I suspect that this is because MovieClipLoader isn't respecting my sample Download Settings, and is instead loading the clips using my actual bandwidth speed, which of course means they load in 3 seconds flat!

Does anyone else have any experience with this?

Thanks,
Dave

Simulate Download
it's been awhile since i last did anything in flash... haven't got my head round AS2 completely yet... i'll pick up Essential AS2 from o'reilly first chance i get...

I have a problem with previewing the movie (the script I'm writing uses LoadVars and MovieClipLoader) ... I'm loading .jpgs from my local web server (using PHP)... Now I wish to use the Simulate Download option (so that I can see my preloader) but it's just not happening... Why? Is it something I'm doing wrong or is it impossible to use with dynamic content... The screen just goes blank...

Simulate Download
Hi,

I am having trouble with the simulate download feature.
The site looks good on DSL and Cable, but when I test it at 56k modem, the photos don't load.

I'm viewing the site on a Cable line, so I'm not sure if it's working on a 56k modem when the site is live.
Any suggestions why the site isn't loading properly on 56k?
Thanks!

http://jordanhollender.com/JORDAN_NEW/

[AS2 On CS3] How To Simulate A Download In CS3?
I'm learning preloaders in AS2 on Flash CS3 and want to know how a download is simulated to be able to test the preloader. I tried view>Download settings as stated in the help file, but I couldn't find download settings under view. My Flash version is "flash CS3 provessional, version 9"

Using Simulate Download
I cannot seem to find where the simulate download is on flash cs3. I am trying to test a pre-loader.

thanks

Simulate Download
Im running my flash locally at the moment but i want to demonstrate the preloader since i spent a lot of time on it. I cant use the simulate download option in flash because im sending a compiled swf to the user.

Is there any way to make my preloader think that it is being downloaded through an Xkbps connection?

Um Where Art Thou - Simulate Download
I was in FLASH class last week and we were testign preloaders by using the menu item

View > Simulate Download

but...this is not in my menu?!
I have MX 2004 Prof. How do I turn this back on?

Thanks,
~w[b]

Problems With Simulate Download
Alright, I've made myself a test shell to test out a new idea, and I've run into a small problem.

When I preview this file, everything works fine and traces fine. Yet when I 'Simulate Download' some of my actions don't play, causing things not to work.

The code that I am using is this:

PHP Code:




_root.preloadtext.onEnterFrame = function () {
    loaded = _root.getBytesLoaded ();
    total = _root.getBytesTotal ();
    percent = ((loaded / total) * 100);
    //trace ("Percent: " + percent);
    percentage = (int (percent) + "%");
    _root.preloadtext.percent_txt.text = percentage;
    if (percent == 100) {
        makeBig ();
        _root.gotoAndPlay (2);
    }
};
function makeBig () {
    trace("step1")
    var containerTween_heightsmall = new mx.transitions.Tween (mc_container, "_height", mx.transitions.easing.Back.easeIn, mc_container._height, 200, 0.5, true);
    containerTween_heightsmall.onMotionFinished = function () {
        trace("step2")
        var containerTween_heightbig = new mx.transitions.Tween (mc_container, "_height", mx.transitions.easing.Back.easeInOut, mc_container._height, 320, 1, true);
    };
}







While previewing normally, the output produces:

Code:
step1
I'm here on frame 2
step2


While simulating download, the output produces:

Code:
I'm here on frame 2


I don't know what's going on here, but if someone could help, let me know.

I've attached the file in MX2004 format as it uses new actionscripting.

When you download the file, add something in the second frame to add size to the file. I use a 5.1 megapixel shot for weight.

Thanks for the help!

[CS3] Simulate Download Showing Nothing
Ok, so I've tried changing my class export frame to 2. I'm trying to simulate with DSL speeds, but nothing is showing up (background, squiggly drawing, nothing) until like 85% shows loaded. It's just stuck at frame 0. I don't have any components in here, just a couple of fonts.

Any thoughts? This sucks!

How To Simulate Download Speeds
Does anyone know how to simulate different downloading speeds while testing movies locally. I'm having trouble seeing if my preloaders are working with out having to upload to a server.

Thanks

Dennis

Simulate Download Query
I've just started playing around with 2004 after working with MX for a few years. I'm a little perturbed by the simulate download in that it insists on streaming things like shared library assets.

Really what I'm interested in knowing is, how accurate is the simulation supposed to be? It seems to make shared libraries somewhat less useful as you can't see how your movie will stream at various bandwidths. MX seemed quite happy to show a smooth download sequence but F04 only gives a smooth simulation if it doesn't actually stream anything in the background.

Is it perhaps wise to ignore this and carry on using sl's?

Crash

Simulate Download Problem?
as the title suggests, i'm trying to simulate download. my conn. is DSL, but to see the preloader in action, i keep the download setting to 14.4(1.2 kb/s). now i try to simulate download. first thing, i can't see the preloader for about 3 seconds, and it shows. so far so good! but then i tell it to jump to a frame once it is done. well, even if it is not done yet, it jumps to the given frame #, and then many things just do not show up... BUT, when i change the download setting back to DSL it works perfectly, but of course i cannot see the preloader, because it's too fast. so, do you think it'll work correctly when i put it on the web?

Flex Simulate Download
Is there a download simulation tool in Flex? I really need to test my application on a slow connection to see if my preloaders and what not are working.. Google is proving to be useless!

Cheers!

How To Test Behaviour Of Swf On Mac Without Mac
sorry if the question is not appropriate for this branch.

a client said he's got a problem with a flash movie. he tested the swf on mac. everything works fine on my pc and i need to see how the movie works on mac, but i have no mac ! is there any soft which would allow to me emulate swf behaviour on mac?

cheers,
richard

How Do I Do A Real Test To Simulate Slow Connenction?
Hi there, I'm trying to detect the user's connection speed by first loading a swf that i know the size of then taking 2 timer measurements before and after loading and then working out how fast they downloaded the file.

My problem is that when I try to test this locally using the 'Simulate Download' option in Flash I have to run the movie twice (it won't simulate 56k on the first run) and it looks like Flash has cached the movie the second time it runs (loading a 12k file in less than 100 ms wasn't typical of my old 56k connection!). I have 56k selected in the simulate menu. All of this is making it difficult for me to check how my movie loads and responds under a slow connection.

I've attached the fla in case there's something in there that's causing the problem, if anyone has any solutions to get round this they're gratefully received

Thanks for any suggestions in advance.
Schm

Problems With Singleton And Simulate Download
Hi all,

I am having a problem with CS3. As a note, the movie I am coding is in AS2. In any case, the site is run off of a singleton instance that is created when the main movie starts. No problem when I hit ctrl+enter, but when I hit it again to sim download, I get a weird behavior. When I check Class.getInstance() it says that an instance already exists. However, none of the properties for this instance appear to be set as the constructor doesn't run. It seems that Flash is keeping the class variable in memory when I sim download and this is causing problems. Does anyone know what is going on here?

Thanks.

[F8] Simulate Download/Preloader Weirdness?
I'm testing all of this via simulate download; my internet is too fast to tell if I simply upload it.

I'm making a preloader. The preloader starts at roughly 50%, but this isn't because of the usual export in first frame problem. Literally NOTHING except the preloader graphic is being exported in the first frame.

A trace command shows that the onEnterFrame function itself, which calls the preloader, isn't even starting until everything is already 50% loaded. Even if I comment out everything except a single trace command, the onEnterFrame isn't starting until everything else is half loaded.

Also, whenever I simulate download, several of the movie clips on the stage never load at all. They do load fine online, and in the Flash player when I'm not using simulate download.

Anyone have any ideas?

Simulate Download + Debug = Impossible?
Is it possible to debug and simulate download?
I need to test an animation for an image I'm loading but it's screwing up.
If I debug and go to View>Simulate Download the press play in the debug window the movie just plays while ignoring every bit of script... =

Oh and another not so related question; http://www.novastella.net Works with FF but not with IE, any suggestions?

Simulate Download: Error 1009
Hi

I'm in flash (not external as).

In the first frame, I have a loading bar (named "bar") manually put on stage.

I test the movie with the simulated download with the DSL speed or lower, everything is fine.
I change the speed to T1 or higher and I get this error:

TypeError: Error #1009: Cannot access a property or method of a null object reference.

If I trace (this.numChildren), it gives me = 0 , it doesn't recognize the bar anymore.

Is it a problem with the simulation or the fla.

Here is the code:



Code:
stop();

this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProg);
this.loaderInfo.addEventListener(Event.COMPLETE, onDebut);

function onProg(event:ProgressEvent):void {
var pcent:Number=event.bytesLoaded/event.bytesTotal*100;
bar.scaleX=pcent/100;
pcent_txt.text=int(pcent)+"%";
pcent_txt.x = bar.width
}

function onDebut(event:Event):void {
this.loaderInfo.removeEventListener(ProgressEvent.PROGRESS, onProg);
this.loaderInfo.removeEventListener(Event.COMPLETE, onDebut);
this.gotoAndStop("debut");
}

Simulate Download Not Working With Preloader
when i use the view->simulate download setting on the preview, it doesn't even load the main class much less the preloader in the main class. i've tried putting trace commands in the constructor of the main class and they don't show until the loading is complete. so where am i supposed to put the preloader then?

View - Simulate Download Is Not In My Flash
hi,

i create one progess bar but it finishes very fast. how to set up exactly as new page is open.

one more problem is: In my VIEW menu bar, i could not see Bandwidth Profiler, Streaming Graph, Frame by frame graph, Simulate Download, Download Settings, Quality & Show redraw regions options.

how to set these options.

thanks
regards
discuss

Good Way To Simulate Slower Connection To Test Preloaders?
the preview works fine, unless using loadMovies and whatnot that seem to be exempt from the simulation. Is there a good method or service available that would allow to test as if on a slower server, or without cache or anything like that? Thanks.

Simulate Download, Makes Game Run Slow
i have this game full of actionscript(dynamicly gererated objects mainly),
It runs perfictly when i test it but when i "Simulate Download" It runs extramely slow. This also happens in this website im making....

any ideas???

Array Content 'undefined' In Simulate Download
One last time and then I abandon this idea of importing XML files forever

I have attached a sample .fla file plus folders with the other files in the Variables not found only on "simulate download" post if you want to try running it.

There are 42 XML text files and 42 buttons on stage. In 'Test Movie' all 42 external XML files load perfectly every time - switch to 'Simulate Download' and keep clicking. It won't take long to "break it" and an 'undefined' will appear. But if you keep clicking, the same text will be defined on the next time around - so this isn't simply a case of the array not being created properly.

This is the frame in the preloader that creates the array that holds the XML files - it loops until they are all loaded - the counter is set and incremented in the other preloader frames:


Code:
function loadXML(loaded) {
if (loaded) {
//loops back to load all text
var xnRootNode:XMLNode = this;
myText[nCounter] = xnRootNode;
gotoAndPlay(next);
}
}

var xmlData:XML = new XML();
xmlData.ignoreWhite = true;
xmlData.load(allText[nCounter], allPics[nCounter] );
xmlData.onLoad = loadXML;
This is the line of code that gets the XML content when a button is clicked - it's in a mc ('stageContent_mc') to make it available globally, therefore '_root.' is in the line below. This is definitely where 'undefined' happens - in the code that grabs the XML content from the array, right before it's dynamically put into the text field.


Code:
textForStage = _root.myText[textNum];
'textNum' will never fail to show the number clicked when 'undefined' appears - but 'textForStage' which is the actual text in the array will show 'undefined' in the output window.

Any ideas on how to solve this (after a year) would be GREATLY appreciated.

Thanks
Charles

P.S. Any idea why the gifs are actually not loading INTO the .fla file? There is a definite lag time when using real gifs with larger file size.)

Array Content 'undefined' In Simulate Download
One last time and then I abandon this idea of importing XML files forever

I have attached a sample .fla file plus folders with the other files if you want to try running it in the Variables not found only on "simulate download" post.

There are 42 XML text files and 42 buttons on stage. In 'Test Movie' all 42 external XML files load perfectly every time - switch to 'Simulate Download' and keep clicking. It won't take long to "break it" and an 'undefined' will appear. But if you keep clicking, the same text will be defined on the next time around - so this isn't simply a case of the array not being created properly.

This is the frame in the preloader that creates the array that holds the XML files - it loops until they are all loaded - the counter is set and incremented in the other preloader frames:


Code:
function loadXML(loaded) {
if (loaded) {
//loops back to load all text
var xnRootNode:XMLNode = this;
myText[nCounter] = xnRootNode;
gotoAndPlay(next);
}
}

var xmlData:XML = new XML();
xmlData.ignoreWhite = true;
xmlData.load(allText[nCounter], allPics[nCounter] );
xmlData.onLoad = loadXML;
This is the line of code that gets the XML content when a button is clicked - it's in a mc ('stageContent_mc') to make it available globally, therefore '_root.' is in the line below. This is definitely where 'undefined' happens - in the code that grabs the XML content from the array, right before it's dynamically put into the text field.


Code:
textForStage = _root.myText[textNum];
'textNum' will never fail to show the number clicked when 'undefined' appears - but 'textForStage' which is the actual text in the array will show 'undefined' in the output window.

Any ideas on how to solve this (after a year) would be GREATLY appreciated.

Thanks
Charles

P.S. Any idea why the gifs are actually not loading INTO the .fla file? There is a definite lag time when using real gifs with larger file size.)

Presentation Won't Work Using Simulate Download - Driving Me Crazy
I have a presentation that consists of 2 swf's. One has all the sound files and the other has a preloader and the text/jpegs. Everything works correctly when I test the movie or hit F12. However, when I simulate download OR upload it to the server it doesn't work, the preloader works fine, but it halts once I reach the first sound. I even removed the preloader code and had the same problem. Here is a sampling of the code:


main swf:

loadMovieNum("externalSound.swf",1);


then:

_level1.sound2.start();

soundholder:

sound2 = new Sound(this);
sound2.attachSound("two_title");

Anybody have any ideas at all why this is happening. I think it must be the path or levels but for the life of me can't figure it out.

[flash Mx 2004] Simulate Download Lags Animations
When I try the Simulate Download feature in Flash MX 2004 (7.01), the preloader works fine and all but it seems as if all my animations are slowed down to a crawl. If anyone has any suggestions on how to fix this, please post here.

By the way, I know this is not normal because a guy at my work has this working perfectly, and when I try it on my computer at work it lags there too. Please help me.

Thanks in advance.

Flex Builder Equivalent To The Flash Ide 'Simulate Download'
Last edited by sims11tz : 2007-12-22 at 19:55.
























Hey,

Does anybody know the Flex Builder equivalent to the Flash ide 'Simulate Download'


thanks


edit: I got the simulation I was looking for with a local web server and running Charles with bandwidth throttling.... But it would still be nice to get this result with Flex Builder.

[preload - Simulate Download] Error #2044/Error #2036
Hi! Well, strange little problem.
I made a small class to preload external assets (swf/jpg/xml..). It works really well for me on-line.

BUT, every time I test it locally (in the flash) with test movie > simulate download, I works properly (it correctly loads the assets), but I always get this error:

Error #2044: Unhandled IOErrorEvent:. text=Error #2036: Load Never Completed.

But I repeat: files load correctly. So, what's going on? NOTE that in my code there's also the IOErrorEvent listener, that, when I for exemple I pass a wrong path, it is dispatched (this mean it works). But It doesn't get dispatched here, just because the asset in fact loads.

a piece of code:


Code:
public function loadExtDisplay(file){

loader = new Loader();

loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoadProgress, false, 0, true);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete, false, 0, true);
loader.contentLoaderInfo.addEventListener(Event.INIT, onLoadInit, false, 0, true);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,onIOError);

loader.load(new URLRequest(file));
dispatchEvent(new Event(FileLoader.LOAD_START));
busy = true;

return loader;
}

Code:
public function onIOError(e:IOErrorEvent):void{
e.text = 'I/O ERROR';
}
What's the problem?

Variables Not Found Only On "simulate Download"
OK, for the very last time I am posting this issue once more and then I'm declaring that there MUST be a bug in importing of XML files to Flash 8 and I will NEVER use it again in this version of Flash.

For the third time I have completely re-written the entire code of this movie. And once again, just like the other 2 times, when I run the movie in "Test Movie" all 32 of my text files load and trace perfectly. When I switch to "Simulate Download" a raft of "undefined" text error messages appear when I click on the text field links.

There is only one movie running. All variables are declared globally at the beginning of the movie. A preoloader (debugged and verified to be working perfectly) loads all images and XML text and CSS before proceeding. All text is loaded into a single text field dynamically.There is never a problem with undefined images - only text.

Thanks for any suggestions!
Charles

Variables Not Found Only On "simulate Download"
OK, for the very last time I am posting this issue once more and then I'm declaring that there MUST be a bug in importing of XML files to Flash 8 and I will NEVER use it again in this version of Flash.

For the third time I have completely re-written the entire code of this movie. And once again, just like the other 2 times, when I run the movie in "Test Movie" all 32 of my text files load and trace perfectly. When I switch to "Simulate Download" a raft of "undefined" text error messages appear when I click on the text field links.

There is only one movie running. All variables are declared globally at the beginning of the movie. A preoloader (debugged and verified to be working perfectly) loads all images and XML text and CSS before proceeding. All text is loaded into a single text field dynamically.There is never a problem with undefined images - only text.

Thanks for any suggestions!
Charles

DivX Download Test
I have heard that if you zip a Divx file it will some times have problems playing after you unzip it.

The reason I need to zip it (it barley effects file size) is so a user can download the file through a Flash button. (getURL)

If anyone knows about this or wants to particapate in my test it would be very helpful.

Bellow is a link to a test page. There you can download a 255 KB
DivX file, unzip it, then see if it plays all right on your computer.
It should be about 3 seconds of video with audio.

It works fine on my computer, but I think some people have trouble with it.


click here to go to test page


Thank you.

SWF To Download Image Test
I am working on a little project, to test prospective freelancers.
We have several test files which they will retouch, a timer to show them how long they have, and a method to measure when they begin their upload.
the one thing that is problematic is a solid method to start the timer.
I dont want to penalize someone with a slow download speed.

I was thinking that we could make an SWF for each test, which the loads each image. When it has loaded, the instructions display and the User could then save the file to their local drive to open it into photoshop.

I would really love some help in figuring out if this tentative idea (SWF to save image to local drive after complte download) would even work,
and then some help in how to do that.

Thanks !

DivX Download Test
I have heard that if you zip a Divx file it will some times have problems playing after you unzip it.

The reason I need to zip it (it barley effects file size) is so a user can download the file through a Flash button. (getURL)

If anyone knows about this or wants to particapate in my test it would be very helpful.

Bellow is a link to a test page. There you can download a 255 KB
DivX file, unzip it, then see if it plays all right on your computer.
It should be about 3 seconds of video with audio.

It works fine on my computer, but I think some people have trouble with it.


click here to go to test page


Thank you.

Problem With Flash Download On Test Server
Hi folks I wonder if you might be able to give me some advice on problem I am having with a flash file which I have placed on a home test server which is Fedora 6 with Apache 2. My normal website pages all works fine www.jonathandenwood.com. However, when I click the the link on the right of the home page Flash Digital Delirium I get the pre-loader which sticks at 99% However, I have a free external test server at http://www.strides.5gbfree.com/ and the Flash file works perfactly what do you think is the problem with my home server is the file just to big for the home internet connection I have?


Take care

Jonathan

Download These Test Files For Sound Problem
Anybody want to test this to see why there is no sound
when loadmovie is used to play a video from a web url?


You can download the files here:
http://rapidshare.de/files/18083998/websoundproblem.zip.html

(Authoring Mode-test Scene-test Movie )Different Results WHY?
(Authoring mode-test scene-test movie )Different results WHY?I will get mad working on a quiz for a month plz help: im working on quiz game -frame by frame- its 15 scenes each scene contain about 70 frames with 70 action script :go to and stop - go to and play - stop every thing is fine till scene No. 11 in the authoring mode when choose from control menue enable simple buttons - enable simple frame action : its working fine scripts executed fine but when going to test movie mode some scripts doesnt work WHY? what mistakes i have done? what should i do ? how can a void such a problem ? any suggestions PLZ??? Thanks in advanced

Buttons Work In Test Scene But Not In Test Movie...WHY?
Hi all,
I have buttons in a movieclip i've used
_root.
and the buttons work when i do test scene but when i try and test movie the buttons link back to the wrong screen. why is this? There is no apparent reason as the scripting seems fine.

Synchronizing Class Behaviour With Timeline Behaviour
I have been asking a lot of questions that tie into a jigsaw puzzle project I am working on. Here's another

The user places the jigsaw puzzle pieces in their correct places. This is all done in frame 1 using Actionscript in the document class and the puzzle piece classes.

After successful completion of the puzzle I issue the command this.gotoAndPlay(2) from the document class, and this starts in frame 2 a "congratulations" animation. This animation is created by animators, and I don't know how many frames long it will finally be.

So in a way, you can think of it as two seperate worlds between frame 1 (which is my "programmer space", using the document class and piece classes) and frame 2 onwards (which is the "animator space", using the timeline).

There will be various unused puzzle pieces strewn around the board when the user completes the puzzle. The requirement is that starting in frame 2 they fade out while the "congratulations" animation is playing, for the duration of the animation.

Since this is to happen from frame 2 and beyond I wanted to leave it to the animators, but the problem is that they don't know where the pieces are going to be lying starting in frame 2. During the actual game (in frame 1) they may have moved the pieces anywhere.

So I have two questions:

1) (a non-Actionscript question) Is there a way to start fading out objects on the stage from a particular frame without knowing their positions on the stage, and without using Actionscript?

and

2) (an Actionscript + timeline question) If I do have to fade out the pieces using Actionscript, well, that in itself is easy enough by progressively changing the alpha value, but is there a way to sync it with the animation? Maybe if I just know how many frames long the "congratulations" animation is I should be able to space it out correctly.

However I am not very knowledgeable about integration between what's happening in the timeline and what's happening in the document class. I do realize that the document class IS the timeline. So perhaps what I need is to be notified each time the playhead moves a frame using the ENTER_FRAME event? I suppose this would be a solution but as a newbie I'm wondering if there is a better way. I don't like the fact that I'd have to know in advance how long the "congratulations" animation is going to be.

How Do You Test Preloader In Test Movie?
hey... another question...

how do i test my preloader in the Test Movie?

when i use Test Movie the file is already 100% loaded so i dont know if my preloader is workin or not. is posting it in the web the only way to test if the preloader is working? thanx in advance. peace and prayer

alex

Test Scene Vs. Test Movie
Whenever I have done work in flash, these two commands have always worked the same. However, this one time, I test scene and the thing works exactly as I would like it to. When I test movie, one of my movie clips doesn't show. I can not find any problems in the code, and the layers all seem right, does anyone know of a difference between these so that I can look for a different problem? I have been racking my brain and the brains of others for about a week now on this. Thank you for any help.

Steve

Test Scene Vs. Test Movie
I have Scene 1 as a loader, and Scene 2 as my movie...

when I "test scene" for Scene 2 the quality looks great!

but when I "test movie", my Scene 2 movie looks like crap!

Anyone know why!? I went to "publish settings" and put all my settings at highest quality possible. jpg's are at 100, and flash settings are all at 100 and best quality.

They are imported jpg's by the way. And look great until I export or even preview as a flash movie. (????)

Thanks.

Test Scene Different Than Test Movie
I am doing a picture page in flash and for some reason it works when I do test scene, but it doesn't work when I do test movie. Does anybody know why this is happening.

Movie Clip Behaviour
I am creating a new flash site and am trying to implement a menu system which is currently not behaving! Now I think this is really simple ActionScript, but I am having problems. The menu is a spinning logo which follows the mouse. When you click on the logo, it should open up and reveal the menu. Currently, I have a movie clip with the spinning logo on one layer (made up of about twenty different images in sequence), an invisible button below it and a gotoAndPlay("1"); instruction on the last frame to make the animation loop. I have one instance of this movie clip on the main stage. The script I have on the main stage is:

onClipEvent(enterFrame) {
moveY = (_root._ymouse-_y)/60;
_y= _y+moveY;
moveX = (_root._xmouse-_x)/60;
_x=_x+moveX;
}
on (rollOver) {
stop();
}
on (rollOut) {
play();
}
on (release) {
gotoAndStop("menu");
}

"menu" is the label I have given to the frame after the one labeled gotoAndPlay("1"); in the movie clip, so when I click on the logo, it should go to this frame, yes? Instead it goes back to frame one. I want the logo to stop when I hover over it and to change into the menu when I click. I will also include a "close" graphic on the menu to take it back to the spinning logo.

PLEASE HELP!!! It would be very appreciated.

Movie Clip Behaviour - PLEASE HELP
Please look at my swf file. As you will see, I have a rotating movie clip which follows the mouse around the screen. When you hover over the clip, it goes to one frame and stops. When you click, it goes to a different frame and stops. When you click, I want to be able to open up a menu - I thought putting a new movie clip into that frame ("menu") would do it, but it justs gets to the first frame and stops (the rectangle in this case - it should be a rectangle morphing into another shape). The code I have attached to the instance is:

onClipEvent (load) {
follow = true;
stopspin = false;
}
on (release) {
follow = false;
stopspin = true;
}
onClipEvent (enterFrame) {
if (follow) {
moveY = (_root._ymouse-_y)/60;
_y= _y+moveY;
moveX = (_root._xmouse-_x)/60;
_x=_x+moveX;
}
if (stopspin) this.gotoAndPlay("menu");
}
on (rollOut) {
play();
}
on (rollOver) {
gotoAndStop("start");
}

where start is the first frame in the spinning animation and menu is the first frame in the "rectangle" animation.
PLEASE HELP! This is really bugging me.

Crazy Weird Behaviour Of My Movie
so i have my flash movie with buttons that go to a frame with one Movie Clip Symbol. In this MC there is a text that says which song is playing + the song in wav format.... Now the weird thing that i don't understand.... I press on my button for track 2 so it jumps to frame 10 where the MC is... But instead of playing the song with the right title... it plays the song in the MC before in a frame before the MC in the right frame, but it shows the title of the right MC!!! I don't understand this at all!!!

Does anyone had any idea what so ever? Any help would be great... thanks in advance!

Cant Understand The Behaviour Fo These Movie Clips
Im making games for kids. The game Im sending is called, in Brazil, "seek the words". There is a box with lots of words. You click on each letter and, when you find a word, a blue box appears behind it and a red line marks the word (theres a list).
Now the quiz: all the words are working when you test them alone. When you try the whole game, there si always ONE word that doenst work. The word is never the same, it changes with the order of the other words. Please, download the fla and check it out.
PS. flashMX pc-windows XP file

Movie Clip Behaviour Problem
I have a movie clip that I want to behave like a button, is it possible to link this movie clip with another scene though? This is my code that's been applied to the mc:

Code:
on(press){
_root.gotoAndPlay("scene",1);
}

Movie Clip Behaviour Problem
Hi,

I sort of posted this question yesterday, but as I've had a reply from it, I thought that maybe people thought that I'd managed to over come my problem, though unfortunately I haven't. Hence me posting this query. I'll add an attachment and try to make my question clearer this time. I hope this isn't considered bad etiquette.

If you look at the attached file, you can see I've made an image out of lots of instances of the same movie clip. The problem is, I want the text that reads "united kingdom : christianity" to only appear when the mouse rolls over the united kingdom part of the map. I also want different pieces of text to appear in the same place as the "united kingdom : christianity" text when the mouse is scrolled over different parts of the world, for example; "india : hinduism" when the mouse moves over the india part of the map.

I also want each movie clip to link to a new page when clicked, but assume this is easily done by adding a behaviour to it.

Any advice would be really appreciated.

My knowledge of flash is ok, but I'm not familiar with script. I'm using Flash MX Professional.

Many thanks for your time.

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