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How To Leave Last Frame Of Movie As Background


I have a small flash intro movie that plays fine. But when it finishes playing the screen is blank. I'd like the last frame of the movie to stay on the screen indefinately, without looping the whole movie again.

How can I do this?

BTW: I am using CS4 Flash




FlashKit > Flash Help > Flash Newbies
Posted on: 01-13-2009, 10:29 AM


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I have a flash movie that I am working on that has several frames and on several frames I am going to have things that I want to clean up as I exit the frame for the the next one.

For instance I set up a Key listener that I want removed on leaving the frame.

How do I do that?

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I have designed a website for an advertising agency using Flash and ActionScript 3. In the portfolio page, I have several TV commercials that are available to play. What I need is 1) when the user leaves the TV ad page, I want the tv commercial to quit playing (right now, it continues even though the user has moved on to other pages). and 2) If the user selects a different TV commercial without first stopping the original one, the sound for both of the them plays at the same time. I am using the flv playback component. The video appears to stop, but the sound doesn't. My TV commercials are external flv files.

I have also made a page for radio ads and I just used play, pause and stop buttons to control the sound. This page does the same thing. The sound continues when you move on to another page in the site. My sound files are also all external sound files.

All of my pages are just individual frames in a main timeline. Each page has a frame label.

If this is not clear, here is the link to my site: http://www.hammockads.com

I would appreciate any help anyone can give me with this. I have tried for weeks now, to solve this problem and I just don't know enough actionscript or flash to figure it out. I've only been working with this for a few months.

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How To Leave A Script Once A Variable Has Changed And Goto A Particular Frame? Eep.
THIS IS MY PROBLEM (prepare yourself)


All i want to be able to do is if it has changed ONE VARIABLE (very important it only changes ONE) to goto a different frame labelled "game".
If it doesn't change a variable then i want it to goto and play the next frame, where it plays a piece of code telling it to go to a frame before (before its starts playing the below code) it making this whole thing loop until a variable named "computercheckloop" == 0.

Any suggestions would be REAAALLLLLLYYY appriciated! Thanks guys (and girls (i didn't mean to be sexist but its just that thier is only one girl in my computing lesson so y'know i guessed but to the girl who is reading this im sorry. UNLESS YOU ARE THAT GIRL IN MY COMPUTING LESSON. Gemma i hate you.).

Jim





// ******************************************
// TRIES TO PREVENT PLAYER WIN
// ******************************************
// Checking for places on the COLUMNS to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num1] == "X" && this["n"+num2] == "X" && this["n"+num3] == "_") {
this["n"+num3] = "O";
}
if (this["n"+num2] == "X" && this["n"+num3] == "X" && this["n"+num1] == "_") {
this["n"+num1] = "O";
;
}
if (this["n"+num1] == "X" && this["n"+num3] == "X" && this["n"+num2] == "_") {
this["n"+num2] = "O";
;
}
// Checking for places on the ROW to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num4] == "X" && this["n"+num5] == "X" && this["n"+num6] == "_") {
this["n"+num6] = "O";
}
if (this["n"+num5] == "X" && this["n"+num6] == "X" && this["n"+num4] == "_") {
this["n"+num4] = "O";
}
if (this["n"+num4] == "X" && this["n"+num6] == "X" && this["n"+num5] == "_") {
this["n"+num5] = "O";
}
// Checking for places on the DIAGONAL to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num7] == "X" && this["n"+num8] == "X" && this["n"+num9] == "_") {
this["n"+num9] = "O";
}
if (this["n"+num7] == "X" && this["n"+num9] == "X" && this["n"+num8] == "_") {
this["n"+num8] = "O";
}
if (this["n"+num8] == "X" && this["n"+num9] == "X" && this["n"+num7] == "_") {
this["n"+num7] = "O";
}
// Checking for places on the DIAGONAL to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num10] == "X" && this["n"+num11] == "X" && this["n"+num12] == "_") {
this["n"+num12] = "O";
}
if (this["n"+num11] == "X" && this["n"+num12] == "X" && this["n"+num10] == "_") {
this["n"+num10] = "O";
}
if (this["n"+num10] == "X" && this["n"+num12] == "X" && this["n"+num11] == "_") {
this["n"+num11] = "O";
}
// ******************************************
// TRIES TO WIN
// ******************************************
// Checking for places on the COLUMNS to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num1] == "O" && this["n"+num2] == "O" && this["n"+num3] == "_") {
this["n"+num3] = "O";
}
if (this["n"+num2] == "O" && this["n"+num3] == "O" && this["n"+num1] == "_") {
this["n"+num1] = "O";
}
if (this["n"+num1] == "O" && this["n"+num3] == "O" && this["n"+num2] == "_") {
this["n"+num2] = "O";
}
// Checking for places on the ROW to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num4] == "O" && this["n"+num5] == "O" && this["n"+num6] == "_") {
this["n"+num6] = "O";
}
if (this["n"+num5] == "O" && this["n"+num6] == "O" && this["n"+num4] == "_") {
this["n"+num4] = "O";
}
if (this["n"+num4] == "O" && this["n"+num6] == "O" && this["n"+num5] == "_") {
this["n"+num5] = "O";
}
// Checking for places on the DIAGONAL to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num7] == "O" && this["n"+num8] == "O" && this["n"+num9] == "_") {
this["n"+num9] = "O";
}
if (this["n"+num7] == "0" && this["n"+num9] == "0" && this["n"+num8] == "_") {
this["n"+num8] = "O";
}
if (this["n"+num8] == "O" && this["n"+num9] == "O" && this["n"+num7] == "_") {
this["n"+num7] = "O";
}
// Checking for places on the DIAGONAL to prevent human player from getting 3 in a row.
// Checks that the place isn't allready taken by a letter :-)
if (this["n"+num10] == "O" && this["n"+num11] == "O" && this["n"+num12] == "_") {
this["n"+num12] = "O";
}
if (this["n"+num11] == "O" && this["n"+num12] == "O" && this["n"+num10] == "_") {
this["n"+num10] = "O";
}
if (this["n"+num10] == "O" && this["n"+num12] == "O" && this["n"+num11] == "_") {
this["n"+num11] = "O";
} else {
nextFrame ();
}

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The attached file shows how the background will kinda be (it is just for an example), it starts as a small square then animates from there.
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Attach Code

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Link to Problem

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In a previous post, I asked how it were possible to have a XML-driven dynamic menu in Flash where you could tell it how many columns to display in. Scotty directed me towards the following code:

ActionScript Code:
var thumb_spacing = 40;var columns = 5;//change this one to the number of thumbs you want to have in a row// load variables object to handle loading of textvar description_lv =new LoadVars();description_lv.onData =function(raw_text) {description_txt.text = raw_text;};function GeneratePortfolio(portfolio_xml) {var portfolioPictures = portfolio_xml.firstChild.childNodes;for (var i = 0; i<portfolioPictures.length; i++) {var currentPicture = portfolioPictures[i];var currentThumb_mc = menu_mc.createEmptyMovieClip("thumbnail_mc"+i, i);currentThumb_mc._x = (i%columns)*thumb_spacing;currentThumb_mc._y =Math.floor(i/columns)*thumb_spacing;currentThumb_mc.createEmptyMovieClip("thumb_container", 0);currentThumb_mc.thumb_container.loadMovie(currentP icture.attributes.thumb);currentThumb_mc.title = currentPicture.attributes.title;currentThumb_mc.image = currentPicture.attributes.image;currentThumb_mc.description = currentPicture.attributes.description;currentThumb_mc.onRollOver = currentThumb_mc.onDragOver=function () {info_txt.text =this.title;};currentThumb_mc.onRollOut = currentThumb_mc.onDragOut=function () {info_txt.text = "";};currentThumb_mc.onRelease =function() {image_mc.loadMovie(this.image);description_lv.load(this.description);};}}

Cheers for that Scotty.

Now, I don't 100% understand this script, and was wondering what part of the script tells it how many menu items there are to be displayed, and how I can change that.

The reason being is that the way I've implemented this script is within a menu that only displays certain items pulled from an XML document (by using an if statement > if myrelateditemname = oneoftheotheritemnames then success - that kinda thing). The problem is, it still seems to be going by the total number of items in the XML document to display the menu, rather than the total number of items that achieved success in the if statement, therefore, when the menu displays, it is leaving gaps where the unsuccessful items would be displayed...

So, all I'm after is if someone could identify which part in the above code controls the total number of items to be displayed in the menu.

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