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Fading Externally Loaded Images


Hi!

I created a Flash movie with a graphic symbol containing an embedded JPEG. I faded the symbol in and out by creating a motion tween between an instance of the symbol at 0% Alpha color and another instance of the symbol at 100% Alpha color. When I tried to load the JPEG image from an external source using the Loader Component inside the graphic symbol (in stead of embedding it inside the graphic symbol as I had done previously) the fades disappeared. I can now only see the image when the Alpha color is 100%

Any help would be very much appreciated! : )

Thanks,

Leao




FlashKit > Flash Help > Flash MX
Posted on: 08-28-2006, 12:06 PM


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Fading In Externally Loaded Images
Alright for some reason i'm having some trouble with this little bit of actionscript. I've never been great at it so i need a little nudge every once in a while.

Anyway, i've got an image gallery that is loading external images into empty movieclips that are on the stage. This all works fine. What i'm trying to do is give the larger image (medium_mc) a nice fade in once it loads. This is the script that i've got so far:


Code:
MovieClip.prototype.loadPic = function(pic){
medium_mc._alpha = 0;
medium_mc.loadMovie(pic);
medium_mc.onEnterFrame = function(){
var t = medium_mc.getBytesTotal(), l = medium_mc.getBytesLoaded();
if (t != 0 && l == t){
medium_mc._alpha += 5;
}
if (medium_mc._alpha>90) {
medium_mc._alpha = 100;
delete this.onEnterFrame;
}
}
};
What's happening with this is the image is staying invisible and never fades up.

So hopefully one of you awesome guys will glance over that and see what i'm doing. Thanks in advance.

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Fading Between Externally Loaded Jpeg's
Hi,

I am having problems with a site I am building which I can't figure out.

Here is what I need to do...

I have a movie that when run loads a jpeg into a blank movieclip. There are then 3 buttons on the stage that when clicked load a different jpeg in to the blank movie clip.

This works fine but I now need the images to fade between one antother. In other words, when the move runs the first default image needs to alpha up, then when the next button is clicked I need this image to alpha out load another image and then alpha this new image up.

I have been working with alphaing the blank movie clip to 0 then loading the new image and then alphaing the blank mc back up but I am having no luck and I am assuming that this is not the way you would/should do this.

can anyone help or point me to a tutorial that would explain this to me with big pictures and simple words as I am fairly new to AS.

Thanks

Steve

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Externally Loaded SWF Fading Out Audio In Parent SWF
Hi eveyrone!

I'm new to the forum and (relatively) new to Flash. I hope I've come to the right place to get some help!

I have an empty SWF (holder.swf) that loads an external MP3 (audio.mp3) and plays it. I have a button in my HTML that, when clicked, it loads a SWF (loop1.swf) inside holder.swf.

Loop1.swf has it's own audio. Because of that, I want it to fade-out the audio in holder.swf, and then disable it. That way the audio from loop1.swf will be the only sound.

Once loop1.swf ends, I want to fade the audio back into holder.swf and start the music over again.

I am having a truly beast of a time doing this. My sound is loaded into holder.swf pretty simply, using this code:

var audio:Sound = new Sound();
audio.loadSound("audio.mp3", true);

Can anyone help me with the rest? What code do I put into loop1.swf to fade out the audio in it's parent layer, but keep it's own? Then, how do I fade back in the audio into the parent layer and start the track over?

Thank you all!
Chris

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Cross Fading Externally Loaded Swfs
Hey All,
I know this sounds similar to other posts. But, this is alittle different. I have used transitions between swfs where the first swf plays the intro, when the user clicks a button the first swf plays the 'outro' and loads the second swf intro. This not what I am looking for. I want the swfs to cross fade. I was thinking of using different layers. I have found a tutorial that seems to work but the action is on a button that loads the next swf in the array. I want to be able to pick any swf and have it cross fade with the one loaded in the holder.
Any Ideas? I will have at least 5 swfs to load.


//tutorial by Rich Shupe, FMA. http://www.fmaonline.com
/*
array of possible content to pick from. This article answered a question about swapping loaded SWF files with a transition, but this technique will also work with jpgs, without having to make swf files from them.
*/
swfArray = new Array("red_bird.swf", "chinatown_dragon.swf", "working_beast.swf");
//create two MovieClips that will hold the loaded files
this.createEmptyMovieClip("target1", 1);
this.createEmptyMovieClip("target2", 2);
//load first movie into clip 1 to start with the first image
target1.loadMovie(swfArray[0]);
//set clip2 alpha to zero so it can fade in
target2._alpha = 0;
//variables that store current clip and current content index
activeTarget = target1;
currentIndex = 0;
/*
movie-level enterFrame event handler that will fade down object 1 (if it's alpha is higher than zero), and fade up object 2 (if it's alpha is less than 100)
*/
this.onEnterFrame = function() {
if (obj1._alpha>0) {
obj1._alpha -= 10;
}
if (obj2._alpha<100) {
obj2._alpha += 10;
}
//enable trace to watch memory used by each loaded movie. this will illustrate the
// benefits of unloading the faded movie.
//trace("clip1: " + clip1.getBytesTotal() + " clip2: " + clip2.getBytesTotal())
};
//button script that swaps load target focus and loads the next movie
nextButton.onRelease = function() { // I want to put the action on individual buttons
//toggles values of object 1 and 2 between clip 1 and clip 2
if (activeTarget == target1) {
obj1 = target1;
obj2 = activeTarget=target2;
} else {
obj1 = target2;
obj2 = activeTarget=target1;
}
//assigns content of object 2 as next item in the content array, unless the
// end of the array has been reached. in this case start over at first item
if (currentIndex<swfArray.length-1) {
currentIndex++;
} else {
currentIndex = 0;
}
//load content into second clip
obj2.loadMovie(swfArray[currentIndex]);
//to reduce possible RAM and performance overhead, add an onEnterFrame
// event handler to object 1 to unload it once it has faded out.
//once the movie has unloaded, delete the onEnterFrame event handler
// to prevent future loads from unloading.
obj1.onEnterFrame = function() {
if (this._alpha<=0) {
this.unloadMovie();
delete this.onEnterFrame;
}
};
};

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Scaling Externally Loaded Images
Im loading some external images into my swf. The thing is, the images are really large, but i dont want to scale them externally. Is there some AS i can use that will scale my images?
thanks a lot,
j

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Scaling Externally Loaded Images
ok, here is what I'm using and it works fine within the movie that the code resides. However, if I load the movie (that the code resides) into another movie, it doesn't load the external jpg. what the heck is going on?

/************************************************
Scale a loaded JPG to fit within a given height
and width, while preserving aspect ratio.
************************************************/

var picName : String = "_logo.jpg";
var maxHeight : Number = 55; // this is where you enter the maximum height
var maxWidth : Number = 400; // if we make the max width very large, it will never be the limiting factor

// create a clip within a clip, since loadMovie clobbers
// the onEnterFrame function of the clip it loads into
var f : MovieClip = _level0.createEmptyMovieClip("frame", 1);
var h : MovieClip = f.createEmptyMovieClip("holder", 1);

// set the frame clip to act when the jpg has loaded
f.onEnterFrame = function() {
if(h._width > 0 && h._height > 0) { // we're loaded
// now scale as needed
var xs : Number = maxWidth / h._width * 100;
var ys : Number = maxHeight / h._height * 100;
this._xscale = this._yscale = Math.min(xs, ys);
delete this.onEnterFrame;
}
{
f._x = 507
f._y = 435
}
}

// set it going
h.loadMovie(picName);

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Externally Loaded Images And Captions
Hello!

I want to create a Flash movie where my client can upload up to 50 images along with captions. How do tell Flash to read how many images there are and then give me the number of pages and buttons necessary?

Thanks!

Gerb

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Buttons From Externally Loaded Images?
Hi there,

I'm looking to create buttons from externally loaded images but am not sure whether I'm going about it the correct way, or if it's even possible.

I've loaded my images externally onto the stage, and over these (on higher layer) I've created invisible buttons to the exact dimensions and positions which when clicked will cause some text to appear.

Should this work in theory ? Or is there an easier way to achieve this? Basically the buttons will change when content is updated.

All suggestions appreciated.

Many thanks

Q.

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Scaling Externally Loaded Images
Hi
I'm using this to load and image:


Code:
this.createEmptyMovieClip ("container_mc",this.getNextHighestDepth());

container_mc.loadMovie("images/0.jpg");
But i want it to scale proportionally full screen.

I have this that has worked when the the mc is on the stage.


Code:
Stage.align = "TL";
Stage.scaleMode = "noScale";
container_mcHeight = new Object ();
container_mcHeight = container_mc._height / pic._width;
container_mcWidth = new Object ();
container_mcWidth = container_mc._width / container_mc._height;
if ((Stage.height / Stage.width) < container_mcHeight) {
container_mc._width = Stage.width;
container_mc._height = container_mcHeight * container_mc._width;
} else {
container_mc._height = Stage.height;
container_mc._width = container_mcWidth * container_mc._height;
};
container_mc._x = Stage.width / 2;
container_mc._y = Stage.height / 2;
sizeListener = new Object();
sizeListener.onResize = function() {
if ((Stage.height / Stage.width) < container_mcHeight) {
container_mc._width = Stage.width;
container_mc._height = container_mcHeight * container_mc._width;
} else {
container_mc._height = Stage.height;
container_mc._width = container_mcWidth * container_mc._height;
};
container_mc._x = Stage.width / 2;
container_mc._y = Stage.height / 2;
}
Stage.addListener(sizeListener);
But i dont know how to apply that to an externally added image

Any ideas?

many Thanks

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Border Around Images Loaded Externally
Hello, i have a external image loader (from xml doc) and i was wondering how could i create a border around the images that are loaded? I tried the following code, but all i got was error messages!

Border attempt:

ActionScript Code:
bmp.graphics.lineStyle( 2, 0xFFFFFF );
bmp.graphics.drawRect( 0, 0, bmp.width, bmp.height);

Image code:

ActionScript Code:
var loader:Loader;
var bmp:Bitmap;

loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete);

bmp = new Bitmap();
addChild(bmp);

function onLoadComplete(e:Event):void {
    try {
       
        bmp.alpha = 0;//hide the scaling
        bmp.bitmapData = Bitmap(loader.content).bitmapData;
        bmp.smoothing = true;
        bmp.width = 854.6;//scale the img
        bmp.height = 473.6;//scale the img*/
        bmp.x= 208;
        bmp.y=67;
        bmp.alpha = 1;
        //bmp.graphics.lineStyle( 2, 0xFFFFFF );
        //bmp.graphics.drawRect( 0, 0, bmp.width, bmp.height);

        loader.unload();//we don't need anymore loader.content
    } catch (e:Error) {
        trace("What's happen!!!"+e);
    }
}
// end image loader

//randomLoading
function randomLoad():void {
    var url:String = imagesXml.image[uint(Math.random()*imagesNb)].@src;
    loader.load(new URLRequest(url));


}


//timer
var imageLoaderTimer:Timer = new Timer(3000);
imageLoaderTimer.addEventListener(TimerEvent.TIMER, function():void {;
randomLoad();
});

//xmlloader
var imagesXml:XML;
var imagesNb:uint;

var urlLoader:URLLoader = new URLLoader();
urlLoader.addEventListener(Event.COMPLETE, function (e:Event):void {;
imagesXml = new XML(e.target.data);
imagesNb = imagesXml.children().length();
imageLoaderTimer.start();
});
urlLoader.load(new URLRequest("images.xml"));

Any help would be great!

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Crossfade Externally Loaded Images
I've been looking into how to crossfade externally loaded .jpgs. So far everything I have found deals with slideshows and seems more complicated than what I need. I have created a new Loader that will load a .jpg when the thumbnail of the corresponding image is clicked. I am trying to get the currently loaded image to crossfade upon load completion of the new image being loaded. I'm thinking I can define a variable that is the current image in the loader and then on completion of loading of the new image run a function that fades out the current image and fades in the new image simultaneously. I am having problems trying to identify the currently loaded image of the loader into a variable. Any help or advice is appreciated and also, if I am oversimplifying this please let me know. Thanks.

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Externally-Loaded Images And Styles
Does anyone have links to good tutorials on how to pull in images externally and dynamically display them in Flash? Also, in addition to text styles, does anyone know if background colors can be specified in a properties file or stylesheet?

Essentially, I'm looking to make a flash movie externally brandable. Any ideas?

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Does anyone know how i can make externally loaded images (JPG) rightclick downloadable?

I externally load the images into an MC. The "rightclick/save image" option is not workung (duhh, it's flash!) but i want it to.

Could anyone help me with this?

Martijn

ps. for an example of the gallery see parkingmartijn.tk / studies

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i have my movie set up so that I load an external movie into a "container" mc, and within that movie, I load another external swf into another "container". However the images that are on that second swf show up pixellated through when I view the top level movie, and I'm not sure why. The actual images aren't pixellated, just the usual 72dpi. Is there something I have to do so that they dont' show up that way? Also, they're under a mask. Should that matter? Help!

Thanks!

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How To Scroll Externally Loaded Images
hello all
Im in a middle of a project, in which i've to call the images from external xml file.
My requirement is that the images (in a array of 5) should first sroll from right to left , then stay on the stage for some time & then fade out.

Do anyone has done it before, it will be highly helpful to me

thanks in advance

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Does anyone have links to good tutorials on how to pull in images externally and dynamically display them in Flash? Also, in addition to text styles, does anyone know if background colors can be specified in a properties file or stylesheet?

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[F8] Dynamically Resizing Externally Loaded Images
Hey,

I'm having a lil bit of a problem, I'm trying to load an image into an existing MC and then both get and set it's width and height.

Right now I'm loading the image in just fine, I stop the movie at the top of the script and tell it to play when it's been fully loaded (I use the MovieClipLoader class for that). the image loads in and the movie plays fine but if I try to resize it at all (in the onLoadComplete) the image just dissapears...

I'm pretty sure I'm just missing something starring me in the face but I"ve been grappling with this for a while (I fixed up a cheap workaround in the meantime). Any help would be VERY appreciated,

Thanks,

-Sandy

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Player Resizes Images Loaded Externally
I have a huge problem with a website I am developing for my company, and I have a 3day deadline. This is the first fullscale anything I have developed in flash, so bear with me. Also, if this is already posted somewhere, I am sorry, but I am in a crunch for time and didn't really look to thoroughly through your posts.

The problem is with a textarea that loads dynamic content. The content loaded is html with some inline images and css styles applied. When it loads however, the graphic's are scaled slightly smaller, and therefore look horribly aliased. I have tried MANY things to cure this problem.
-_quality is set to "best" in the main timeline, and in the textarea itself ("content_txt._quality = "BEST")
The html is loaded inside of a swf, this swf is loaded into a main swf. When the inline swf is loaded, it scale's rather oddly (the original movie being loaded has a stage of 753px by 335px, however if I resize the placeholder it's loaded into to this size, it is far too large.
If I set this textarea's _xscale and _yscale properties to 100%, it is almost scaled properly, but with a _width of 446.95 and a height of 226, which is still I can not figure out how to get it to scale properly, or why this is necessary to begin with. I have also tried setting the root movie's _xscale and _yscale to 100% in the first frame, with the same results.

How do i get it to load all of these external assets while retaining there original size? How can I get my inline images to appear exactly how I want them too? They really look horrible when they load.

To get an idea of what Im talking about, the website im working on is www.ocidevelopments.com, and if you click through Hyland Homes, then Portfolio, you will get an idea of what I am talking about.

Again, this is my first application in flash. I have only fiddled with Actionscript before this. So don't laugh at my horribly scripted and coordinated effort -=]

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Get Button Behavior From Externally Loaded Images?
Hello pros,

I am wondering if it is possible to load a .jpg externally with loadMovie(); and have that button-image scale up on mouse over? So far, I can only implement such button behavior with images from the Library. Once the button is clicked then I load a larger image with the loadMovie().
However, I'd like to have quite a few such buttons (20 or so) on a grid in one .swf, and it will be a lighter file if it were possible to have the button images be called externally... without a huge delay.

Is this possible at all?

Thank you for your expertise and help!
apx_ (newbie...)

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Externally Loaded Images - OnPress Problems
Hi all,

I'm very new to Actionscript so bear with me, although I'm a C# developer so understanding the code is ok! I'm trying to build a flash photoviewer that loads images in from an external folder (they are referenced in an xml file). A thumbnail of each is shown and i need each thumbnail to be clickable so that a large version of the photo is shown when its thumbnail is clicked. So far I've loaded the thumbnails and show the first image as the main image and I have an onPress event which is being fired for each thumbnail when clicked....BUT they all show the first image. I've put a trace in to help but i don't understand how to fix this problem. Any pointers very gratefully received. Here's my code:



Code:
var x = new XML();

var path = "\images\";

//thumbs
var xPos = 466;
var yPos = 103;
var tWidth = 44;
var tHeight = 44;
var tSpace = 5;
var numPhotos = 0;

//main
var xMain = 96;
var yMain = 20;
var mWidth = 268;
var mHeight = 400;

x.ignoreWhite = true;
x.onLoad = function(success) {
if (success) {
x=0;

//main
var mcMain = _root.createEmptyMovieClip( 'main'+i, i+10 );
mcMain._x = i*110;

var imgMain = mcMain.createEmptyMovieClip( 'mImg', 1 );
imgMain._visible = false;
imgMain.loadMovie(path + this.childNodes[0].childNodes[0]);
mcMain.onEnterFrame = function(){
var t = imgMain.getBytesTotal();
var l = imgMain.getBytesLoaded();
if( l == t && t >100 ){
this.onEnterFrame = null;

this._width = mWidth;
this._height = mHeight;
this._x = xMain;
this._y = yMain;
imgMain._visible = true;

}
}

//thumbs
for( i in this.childNodes ){
var mc = _root.createEmptyMovieClip( 'pic'+i, i+10 );
mc._x = i*110;
var img = mc.createEmptyMovieClip( 'img' + i, 1 );
img._visible = false;
var imgPath = path + this.childNodes[i].childNodes[0];
trace("Path 1: " + imgPath);

img.loadMovie(imgPath);

mc.onEnterFrame = function(){
var t = img.getBytesTotal();
var l = img.getBytesLoaded();
if( l == t && t >100 ){
this.onEnterFrame = null;
this._width = tWidth;
this._height = tHeight;
this._x = xPos;
this._y = yPos;

this.onPress = function(){
imgMain.loadMovie(imgPath);
trace("Path 2: " + imgPath);
trace("Name : " + this.name);
}

xPos = xPos + tWidth + tSpace;
numPhotos = numPhotos + 1;

if (numPhotos > 3)
{
//build next row of thumbnails
xPos = 466;
yPos = yPos + tHeight + tSpace;
numPhotos = 0;
}

img._visible = true;
outlinePortrait._visible = false;
}
}

}
} else {
trace( 'failed to load xml' );
}
}
x.load('images.xml');

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Make Externally Loaded Images Clickable
Hi all,

I've created an empty movieclip (imgHolder) dynamically on my stage and through XML I've loaded a picture into this movieclip which works fine.
However, if I click on the picture, nothing happens.

This is what I scripted so far...


Code:
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = function(loaded) {
if(loaded) {
parseXML();
trace("the xml is loaded successfully!");
} else {
trace("something went wrong; error: " + this.status);
}
}
xmlData.load("http://www.arkeacties.nl/xml/web6-mainbanners.xml");

function parseXML() {
var themaNodes:Array = xmlData.firstChild.childNodes;
for(i=0; i<themaNodes.length; i++) {
var tabNodes:Array = themaNodes[i].childNodes;

createEmptyMovieClip("imgholder", getNextHighestDepth());
imgholder.loadMovie(tabNodes[0].childNodes[0].attributes.beeld);
imgholder._x = 0;
imgholder._y = 0;
imgholder.onPress = function() {
trace("the image has been rolled over"); // this won't work
}
}
}
Any help would be appreciated.

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[F8] MC's With Externally Loaded Images Won't Accept OnEvent Commands
I have a photo gallery that uses a series of movie clips for the thumbnails. The thumbnails are externally loaded jpegs. They load just fine, but once loaded they will not accept any onEvent handlers. Does anybody have any idea why this is happening? I am wondering if when the image is loaded, it wipes out the instance name of the movie clip. My code to call out the event handler is this:

this.e1.onRollOver=function() {this.e1._alpha=100};
this.e1.onRollOut=function() {this.e1._alpha=50};
this.e1.onPress=function() {
_root.myVar = e1;
_root.myLargeImage.gotoAndPlay(2);
}

I am using a loop statement for all the movie clips, but for testing purposes I am putting in e1 in the code above.

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Random Image Fader With Externally Loaded Images
hi, this is gonna be my first post ever here, so be gentle on me

i've got this header in a website that's got images fading in and out of each other. btu now i want them to be loaded externally and randomly. but still fading in and out of each other.
i did foudn a post that loads the images externally from a folder and loads any image that's in that folder, but it doesnt work in my version of Flash 8.0 Pro.

Does anyone know any good script or short tuto (since time is short) that's makes the movie behave like i want it to?

below the attachment with my current image fader.
hdrfader.zip

note: please be clear on your comment since im just a Flash and AS n00b

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Dynamic Images, Masks And Controlling Externally Loaded Swf Files.
Hiya folks

My latest project (and problem) is as follows.
I have a script file in which the user enters 3 parmaters in an array.. filename, holdtime & mask.

(ie. imgArray[0] = new Image("Testpic1.jpg", "3", "L_Wipe");

The swf itself just contains 3 movieclips, all empty and just holders for the dynamic images/swfs & masks to be loaded into.

So far I have it working very nicely, the jpg or swf is loaded into an imgHolder clip (using loadMovie), the mask/transistion (stored in the library with a linkage ID) is loaded into a mask Holder clip with the attachMovie command, and lastly the underlying img2Holder clip contains a copy of the top image so that when the new image is bought in the transition works seamlesly between the new image and the previous image(which is now loaded into img2Holder). All of this is totally dynamic and the users just specify whatever images/swfs they want, how long to hold the jpg for or how many times the swf loops, and what mask is used as the transition for the incoming image/swf.

DOWNLOAD ZIP: http://194.154.190.87/DynamicImage.zip

HOWEVER..as the user can also specify swf files, this brings up my major problem. At the moment I am having to KNOW the length of the swf file and use the hold variable in the array to hold it for its play length (which is no use as the user will not have produced the swf so have no idea of its length and also the production willnot have any code in it that can be passed back to the main player timeline). What I THINK I need to know,is thus..

1. How do I determine the total number of frames in a swf loaded into a movieclip with attachMovie, and then get it to perform a function when it has reached its last frame. (ALL SCRIPT HAS TO BE ON THE MAIN TIMELINE, AS THE PRODUCTION CANNOT HAVE ANY MANDATORY CONTROLLING SCRIPTING)

2. When I can do the above, I can then use the hold part of the array as a loop counter for swfs and a hold amount in seconds for jpgs. How would I get a swf (loaded as above) to loop a specified amount of times ?

3. Also I need to load in the wsf to the underlying img3Holder clip and then go and stop straight at the last frame so that when the top layered version of the swf finishes, the bottom layered version isn't playing (which it does when loaded in with loadMovie).

So it all comes down to how do I control swf files which have been loaded into a movi clip using the attachMovie command ??

if anyone could please help I would be most grateful and would have no problem as adding them as a contributor in the credits section of the code.

Anyway folks, download the zip file, run the swf then look at the Fla and .as files and see where I am now...

Thanks for listening

Cheers

Akash

[Edited by Akashanq on 08-20-2002 at 08:05 AM]

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Hi

hopefully someone can help me with this.

I am creating a full site in flash... with a gallery and a media page... everything is working as it is... but the question i have is this.

If you load any external file into flash like an image or a sound file how do you make it not have to reload evertime you move to another page and then go back to it?

example

i have a gallery page that loads in images using xml... the each have there own preloader so it shows that its loading and thats great...

the problem is if i go to another page on the site example the news page... then i return back to the gallery page, the images have to reload again... is there anyway to fix this so if you load it once you dont have to load it again?

Any help would be appreciated

Thanks

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Fading Dynamically Loaded Swf Files Containing Images
Hi everyone!

I really need help. I´m working on a solution to load 22 swf files into a main swf and then fade them in and out while browsing through them all(pushing buttons).

I don´t want to load them at the same time but when the user pushes another button then i wan´t to load the next and so on(all with a preloader).

I have made an example where i succeeded doing this but with one big fla wich dosen´t work with more then 10 images. I really need to load them dynamically and fade them over each other. I´ll submit the swf that i have made.

Hope someone can help me!!!


//Johan

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Externally Loaded Text Prob In Externally Loaded Swf
hi.
so i have a swf that has externally loaded text in it that is being loaded into another swf. the text loads properly when the swf is opened by itself but when the swf is loaded into my main movie the text ceases to appear

my code to load the text is
loadText = new LoadVars();
loadText.load("dates.txt");
loadText.onLoad = function() {
event1.text = this.event1;
date1.text = this.date1;
location1.text = this.location1;
address1.text = this.address1;
cost1.text = this.cost1;

event2.text = this.event2;
date2.text = this.date2;
location2.text = this.location2;
address2.text = this.address2;
cost2.text = this.cost2;

event3.text = this.event3;
date3.text = this.date3;
location3.text = this.location3;
address3.text = this.address3;
cost3.text = this.cost3;
};




any help would be much appreciated

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Externally Loaded Text Prob In Externally Loaded Swf
hi.
so i have a swf that has externally loaded text in it that is being loaded into another swf. the text loads properly when the swf is opened by itself but when the swf is loaded into my main movie the text ceases to appear

my code to load the text is
loadText = new LoadVars();
loadText.load("dates.txt");
loadText.onLoad = function() {
event1.text = this.event1;
date1.text = this.date1;
location1.text = this.location1;
address1.text = this.address1;
cost1.text = this.cost1;

event2.text = this.event2;
date2.text = this.date2;
location2.text = this.location2;
address2.text = this.address2;
cost2.text = this.cost2;

event3.text = this.event3;
date3.text = this.date3;
location3.text = this.location3;
address3.text = this.address3;
cost3.text = this.cost3;
};




any help would be much appreciated

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Externally Loading Swf Inside An Externally Loaded Swf
Hey,

So basically, I have a main movie, with buttons for each section (such as home, portfolio and so on). Each button externally loads each section swf into a container. That works fine, all the sections load in and out perfectly.

Now, I want to load some more swfs (like projects in the portfolio section) into the swf thats been loaded from the main movie. Becuase I put my buttons inside movie clips (so that when you roll over the button, the animation finishes if you roll over another half way through), I had to use the tellTarget("/") script to bring it back, but it dosent work, it seems to load the movie into the main movie!

How can I fix this? Iv tried loading it into a different container symbol in the main movie but its still dosent work

Thanks alot.

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Externally Loading Swf Inside An Externally Loaded Swf
Hey,

So basically, I have a main movie, with buttons for each section (such as home, portfolio and so on). Each button externally loads each section swf into a container. That works fine, all the sections load in and out perfectly.

Now, I want to load some more swfs (like projects in the portfolio section) into the swf thats been loaded from the main movie. Becuase I put my buttons inside movie clips (so that when you roll over the button, the animation finishes if you roll over another half way through), I had to use the tellTarget("/") script to bring it back, but it dosent work, it seems to load the movie into the main movie!

How can I fix this? Iv tried loading it into a different container symbol in the main movie but its still dosent work

Thanks alot.

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Preloader In Externally Loaded Swf Stops Working (loaded Into An Empty Movie Clip)
SEE BOTTOM OF THREAD FOR CURRENT PROBLEM

1. I have my navigation buttons in level0

2. When a button is pressed it loads an external .swf into the highest empty level

3. There is an MC in this loaded .swf called loadmovie and inside that another MC called empty.

4. Inside the 'loadmovie' MC, there is a frame action that loads another external .swf file into the 'empty' MC.

The problem I am having is that the preloader that is on the external .swf that is loaded into the 'empty' MC does not work.

It works fine if you test it on its own. But not when loaded into a Movie Clip.

MY SCRIPT:
iBytesTotal = _root.getBytesTotal();
iBytesLoaded = _root.getBytesLoaded();
iBytes = (iBytesLoaded/iBytesTotal)*100;
percentageNumber = Math.round(iBytes)+"%";
setProperty("progressBar", _xscale, iBytes);

Do I have to refrence it differently? Because of where it is situated?

e.g
iBytesTotal = _level32._root.loadmovie.empty.getBytesTotal();

confesed!

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Looping A Loaded An Externally Loaded Mp3
I was trying to loop an externally loaded mp3 and suceeded on my machine, but when I upload the swf and mp3, the function will not work in my browser (IE). I tried a relative path, as well as the absolute URL and neither worked. Here is the code I used to loop the externally loaded mp3:

loopSound = function () {
my_sound.loadSound("whisper.mp3", true);
};
my_sound = new Sound();
my_sound.loadSound("whisper.mp3", true);
my_sound.onSoundComplete = loopSound;
my_sound.setVolume(45);

Any help would be most appreciated, I have wasted a lot of time on this already.

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Externally Loaded Swf Does Not Stay Loaded
Hello,

I am loading an externally loaded swf that uses a mask to transition in. When the user clicks a different button I am doing a gotoAndPlay that goes to a mask that "unloads" the content (it doesnt actually unload the info is just outside of the mask area. As soon As I jump to that section the movie is no longer loaded and just shows the container clip that I had created for it. The Container Clip is never changed and is the same throughout the whole process. The only thing that changes is the mask animation.

Any input onto why this would happen would be greatly appreciated.

I have tried both loadClip and loadMovie but no luck on keeping the clip loaded.

EDIT
- I have narrowed it down. When I change the mask movieclip the movie unloads for some reason. Is there a way I can keep it loaded?

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Loading Images Externally
hi there
i m working on a e-broucer downloded from www.PiXELWiT.COM
or u can get source file from here to http://www.geocities.com/junaidrao/e-broucer.zip
my problem is that i have to load image from directory dynamically one by one, questions are

Is there any way to have the pages load images externally?

I have tried loadmovie(), loadclip() but every time click on the page the page flickers. Every page does this. Is there any way to stop the page from flickering? thanks so much

plz help me,

Junaid R

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Help Externally Loading Images
I'm using the Flash Loader-Component to load a load of images + thumbnails (which double up as buttons) in a project. This is the code:


Code:
button1.contentPath = "contentimages/painting/01_thumb.jpg";
button2.contentPath = "contentimages/painting/02_thumb.jpg";
button3.contentPath = "contentimages/painting/03_thumb.jpg";
button4.contentPath = "contentimages/painting/04_thumb.jpg";
button5.contentPath = "contentimages/painting/05_thumb.jpg";
button6.contentPath = "contentimages/painting/06_thumb.jpg";
button7.contentPath = "contentimages/painting/07_thumb.jpg";
button8.contentPath = "contentimages/painting/08_thumb.jpg";
button9.contentPath = "contentimages/painting/09_thumb.jpg";
button10.contentPath = "contentimages/painting/10_thumb.jpg";
button11.contentPath = "contentimages/painting/11_thumb.jpg";
button12.contentPath = "contentimages/painting/12_thumb.jpg";
button13.contentPath = "contentimages/painting/13_thumb.jpg";
button14.contentPath = "contentimages/painting/14_thumb.jpg";
button15.contentPath = "contentimages/painting/15_thumb.jpg";
button16.contentPath = "contentimages/painting/16_thumb.jpg";
button17.contentPath = "contentimages/painting/17_thumb.jpg";
button18.contentPath = "contentimages/painting/18_thumb.jpg";

function portfolioLoader (image, textFile) {
main.contentPath = image;
myData = new LoadVars();
myData.onLoad = function() {
title.text = this.theTitle;
myDescrip_txt.text = this.theDescrip;
};
myData.load(textFile);
}

button1.onRelease = function (){
portfolioLoader("contentimages/painting/01.jpg","contentimages/painting/01.txt");
}
button2.onRelease = function (){
portfolioLoader("contentimages/painting/02.jpg","contentimages/painting/02.txt");
}
button3.onRelease = function (){
portfolioLoader("contentimages/painting/03.jpg","contentimages/painting/03.txt");
}
button4.onRelease = function (){
portfolioLoader("contentimages/painting/04.jpg","contentimages/painting/04.txt");
}
button5.onRelease = function (){
portfolioLoader("contentimages/painting/05.jpg","contentimages/painting/05.txt");
}
button6.onRelease = function (){
portfolioLoader("contentimages/painting/06.jpg","contentimages/painting/06.txt");
}
button7.onRelease = function (){
portfolioLoader("contentimages/painting/07.jpg","contentimages/painting/07.txt");
}
button8.onRelease = function (){
portfolioLoader("contentimages/painting/08.jpg","contentimages/painting/08.txt");
}
button9.onRelease = function (){
portfolioLoader("contentimages/painting/09.jpg","contentimages/painting/09.txt");
}
button10.onRelease = function (){
portfolioLoader("contentimages/painting/10.jpg","contentimages/painting/10.txt");
}
button11.onRelease = function (){
portfolioLoader("contentimages/painting/11.jpg","contentimages/painting/11.txt");
}
button12.onRelease = function (){
portfolioLoader("contentimages/painting/12.jpg","contentimages/painting/12.txt");
}
button13.onRelease = function (){
portfolioLoader("contentimages/painting/13.jpg","contentimages/painting/13.txt");
}
button14.onRelease = function (){
portfolioLoader("contentimages/painting/14.jpg","contentimages/painting/14.txt");
}
button15.onRelease = function (){
portfolioLoader("contentimages/painting/15.jpg","contentimages/painting/15.txt");
}
button16.onRelease = function (){
portfolioLoader("contentimages/painting/16.jpg","contentimages/painting/16.txt");
}
button17.onRelease = function (){
portfolioLoader("contentimages/painting/17.jpg","contentimages/painting/17.txt");
}
button18.onRelease = function (){
portfolioLoader("contentimages/painting/18.jpg","contentimages/painting/18.txt");
}
Is there a way to add a simple fade transition to the images instead of them just dissapearing?

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Loading Images Externally
hi there
i m working on a e-broucer downloded from www.PiXELWiT.COM
or u can get source file from here to http://www.geocities.com/junaidrao/e-broucer.zip
my problem is that i have to load image from directory dynamically one by one, questions are

Is there any way to have the pages load images externally?

I have tried loadmovie(), loadclip() but every time click on the page the page flickers. Every page does this. Is there any way to stop the page from flickering? thanks so much

plz help me,

Junaid R

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Loading Images Externally
I am using a flash component to load images for a photo gallery externally. File size of the flash photo gallery is a major issue. However, when I use the component, there is a delay in the image showing up. Is there a way to do this that is easier and more efficient?
Thanks.

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Loading Images Externally
hi there
i m working on a e-broucer downloded from www.PiXELWiT.COM
or u can get source file from here to http://www.geocities.com/junaidrao/e-broucer.zip
my problem is that i have to load image from directory dynamically one by one, questions are

Is there any way to have the pages load images externally?

I have tried loadmovie(), loadclip() but every time click on the page the page flickers. Every page does this. Is there any way to stop the page from flickering? thanks so much

plz help me,

Junaid R

View Replies !    View Related
Loading Images Externally
hi there
i m working on a e-broucer downloded from www.PiXELWiT.COM
or u can get source file from here to http://www.geocities.com/junaidrao/e-broucer.zip
my problem is that i have to load image from directory dynamically one by one, questions are

Is there any way to have the pages load images externally?

I have tried loadmovie(), loadclip() but every time click on the page the page flickers. Every page does this. Is there any way to stop the page from flickering? thanks so much

plz help me,

Junaid R

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I am very new to flash and I was looking to do a basic flash movie. Here is what I am looking to do. I have 3 images and I would like to create a flash movie that displays the first image and then fades. Then the 2nd image fades in and then the 2nd image fades out. Then the 3rd image fades in and then fades out. Basically it will just display 3 different images, one at a time with a fade in and out effect. I did a Google search looking for a tutorial to help me through this but was not able to find one. Can any one point me to a tutorial that does this very basic effect (even though I say this after playing around for over 2 hours now and I have nothing working).

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btn_Up.onRelease = function() {
getURL("javascript:Launch('http://www.somewepsite.com, 600,600)");
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Hello all,

I just made a flash site with buttons on top and I put a empty movie clip called "container" in the middlle of the site. All animation and buttons will animate and appear and "flash" around until frame 90. The site ends at frame 100. I then included the following code in frame 100:

_root.currMovie = "PEhome";
container.loadMovie(_root.currMovie + ".swf" );
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Can anyone tell me what am I not doing right and what should be done to fix this problem. Thank you very much.

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K

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thanks all

K

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I have a flash movie, that has a external .swf getting loaded into it, from that .swf I have a button, on that button I would like a script that will have a pop-up without toolbars, and at a certain size. What is the script added to the button for this? Thanks.

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Hello all,

I just made a flash site with buttons on top and I put a empty movie clip called "container" in the middlle of the site. All animation and buttons will animate and appear and "flash" around until frame 90. The site ends at frame 100. I then included the following code in frame 100:

_root.currMovie = "PEhome";
container.loadMovie(_root.currMovie + ".swf" );
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I've constructed a site in Flash, using an external loader. The tutorials on this site are great, thanks. I've made a contact page that uses php script, which has full functionality when previewed OR viewed as an independent HTMP page. However, when I submit contact info from the live site, I never receive any email. Can anyone tell me why this is??

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http://www.simplypilatesnashville.com

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Hello,
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Code:
_root.createEmptyMovieClip("logo", 5);
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_root.logo._yscale = 50;
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