Load/Unload MC Depth Issues
Hey Folks - Currently, I've got a main movie into which I'm loading multiple external .swfs. onto different levels using loadMovieNum. From within the loaded mcs, I've got the button overlaying in the exact position as on the main mc - to unload the loaded mc. Each mc that's loaded has captions that appear upon rollover. My major problem is that, based on each mcs level, many of the captions will appear 'underneath' an mc that's loaded-in on a higher level. Any suggestions on how best to load these mcs without running into this layering issue? The buttons on the main mc are considered toggle switches that the user can turn on and off. they can have them all on to view all, which will create huge problems with the way I'm currently doing it. So thanks a ton for any help or alternative methods for loading/unloading these nuggets.
KirupaForum > Flash > Flash 8 (and earlier)
Posted on: 12-08-2006, 10:10 AM
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Load/Unload Movie Depth Issues
Hey Folks - Currently, I've got a main movie into which I'm loading multiple external .swfs. onto different levels using loadMovieNum. From within the loaded mcs, I've got the button overlaying in the exact position as on the main mc - to unload the loaded mc. Each mc that's loaded has captions that appear upon rollover. My major problem is that, based on each mcs level, many of the captions will appear 'underneath' an mc that's loaded-in on a higher level.
Any suggestions on how best to load these mcs without running into this layering issue?
The buttons on the main mc are considered toggle switches that the user can turn on and off. they can have them all on to view all, which will create huge problems with the way I'm currently doing it. So thanks a ton for any help or alternative methods for loading/unloading these nuggets.
Unload Depth Help Please
My code for the main movie has this
var i = 0;
this.createEmptyMovieClip("window", this.getNextHighestDepth());
btn_services.onRelease = function(){
getMovie("services");
function getMovie(movie){
//trace(movieName);
//trace(eval(_root.window.movieName._x));
movieName = window.createEmptyMovieClip("movieName"+i, window.getNextHighestDepth());
movieName.loadMovie("docs/"+movie+".swf",window.getNextHighestDepth());
i++;
//trace("i= "+i);
}
this is the code I am using to load the movies......now what code can I add to the new movie, to unload the lower one ?
The way I want it to work is once the new movie finishes its preloader...it will load the content and then unload the previous movie.
Thanks
should it be something like _root.unload.depth-1
Depth Issues?
when using the createEmptyMovieClip command, what does the depth argument MEAN!? i have a working movie attached... SORT of... it doesn't work unless i hit the initialize movie.
there is a movie clip called "controller" on the lowest frame. that is where the meat of the code is.
`myke
Depth Issues
hi
i have an external swf which is a scroll gallery. each thumbnail which is pressed load the the big pic on level 1. loadMovieNum,1.
it works just fine.
this external movie loads into a site. but when the big pic is shown the drop down menu i made is covered by the pic.
the drop down menu is located the placeholder mc where the external movie loads.
i have tried to code the depth isuue but probebaly not done it right since it does not work.
what sell i do?
i have tried to load the clip here but it tells me that the file size is too big.
thanks
Derrida
AS Depth Issues
Hello, I have what's hopefully not too complicated of a question. But I probably screwed up something fundamental so it will be
I'm trying to make an interactive map of the united states to where each state is a button in a movie clip and when you rollover a state the movie plays and the state-button gets larger and when you rollout it returns to its normal size. I've been trying various things to change the depths with actionscript so the appropriate state is always on top but it seems to be inconsistently glitchy. Does anyone have any good recommendations on a simple/reliable way to set up actionscript to set the depths correctly? Thanks!
Rylynn
Depth Issues
I'm using the following code to make the movie clip "lobe1" rise to the top of the stage and glow (there is a keyframe called "glow" within lobe1). The code works perfectly, the only problem is that once the movie clip has risen to the top of the stage (the highest depth) it does not go away even when the keyfram changes. So when the user returns to the main page, lobe1 is still on the top of the stage. Is there any way to keep it from remaining on stage even when the current frame changes? I can post the swf if necessary. Also, I'd be extremely helpful to get this fixed by tomorrow night. Thanks!
Code:
lobe1.onRollOver = function(){
this.swapDepths(this.getNextHighestDepth());
this.gotoAndStop("glow");
}
lobe1.onRollOut = function(){
this.gotoAndStop(1);
this.swapDepths(this.getNextLowestDepth());
}
Depth Issues
I have two movie clips. I want each clip to come above the other clip when rolled over.
I tried to use swap depths, but if i take the pointer outside the swf window and return to roll over the same movie clip, it swaps to the bottom again. I want to avoid this.
Depth Issues?
I have custom cursor that works fine until I create a popup from popupmanager. I've hidden the default cursor and my custom cursor is below the popup. So the user does not see any cursor at all.
How can I place my cursor to be on top of the popup (preferrably when the cursor is created and no popup yet exsist)
I've tried swapDepth and setDepthTo with values from mx.managers.DepthManagers (kCursor,kTopmost), surprise surprise the macromedia sample code is not working (has anyone seen one that works?). I've also tried to set the depth to a big number but the popup is always on top.
Help: Depth Issues
Alright, I've been working on the following for our client, however, the grey bar in the file should sit over top of the carousel, but doesn't, regardless of depth. any help with this would be greatly apperciated.
Source File
Attach Code
stop();
//Import transitions
import mx.transitions.Tween;
import mx.transitions.easing.*;
//Import filters
/////////////////////////////////
_root.swapDepths(10);
/////////////////////////////////
//Setup the subnav
master_mc.footer_mc.subNav_mc._y += master_mc.footer_mc.subNav_mc._height;
/////////////////////////////////
var radiusX:Number = 300;
var radiusY:Number = 25;
var centerX:Number = Stage.width/2;
var centerY:Number = Stage.height/2-50;
var speed:Number = 5;
var numItems:Number = 6;
var timerActive:Boolean = false;
var perspective:Number = -500;
var totalSizeX:Number = 125;
var totalSizeY:Number = 125;
var frontPos:Number = 0;
var detailX:Number = -300;
var detailY:Number = 25;
var positionArray:Array = new Array();
var checker:Number = 0;
var growerActive:Boolean = false;
_root.growItem = new Array();
var navtarget:MovieClip = _root.master_mc.footer_mc.subNav_mc;
_root.createEmptyMovieClip("home", 1);
var controlList:Array = Array(_root.leftBtn, _root.rightBtn, _root.home);
var nav:MovieClip = _root.master_mc.nav_mc.buttonholder;
var focusActive:Boolean = false;
for ($a=1; $a<=6; $a++) {
nav['b_'+$a+'_btn']._alpha = 50;
}
master_mc.title_mc._alpha = 0;
master_mc.subTitle_mc._alpha = 0;
master_mc.content_mc._alpha = 0;
home._rotation += 0;
home._x = centerX;
home._y = centerY;
baseRadian = 90*(Math.PI/180);
var xml:XML = new XML();
xml.ignoreWhite = true;
xml.onLoad = function() {
for (i=1; i<=numItems; i++) {
var item:MovieClip = home.attachMovie("item", "item_"+i, home.getNextHighestDepth());
//calculate the items angle
item.angle = i*(360/numItems);
//change the angle to radians
item.angle = (item.angle*(Math.PI/180))+baseRadian;
totalRadians = item.angle-baseRadian;
home['item_'+i]._x = Math.cos(item.angle)*radiusX;
home['item_'+i]._y = Math.sin(item.angle)*radiusY;
positionArray.push(home['item_'+i]);
frontPos = i-1;
var scaler = (item._y-perspective)/(centerY-radiusY-perspective);
item._xscale = item._yscale=scaler*100;
item.swapDepths(Math.round(item._xscale)+100);
}
scaler = new Tween(positionArray[frontPos], "_xscale", Strong.easeInOut, positionArray[frontPos]._xscale, totalSizeX, 0.3, true);
new Tween(positionArray[frontPos], "_yscale", Strong.easeInOut, positionArray[frontPos]._yscale, totalSizeY, 0.3, true);
scaler.onMotionFinished = function() {
buttonActive = true;
buttonCheck = setInterval(checkButton, 25, positionArray[frontPos]);
};
xmlContent = xml.firstChild;
navtarget = master_mc.footer_mc.attachMovie('subNav', 'subNav_mc', '200');
navtarget._y -= navtarget._height;
navtarget._x += navtarget._width/2;
trace(navtarget);
subnav._x += subnav._width/2;
subnav._y -= 100;
};
xml.load('navigation.xml');
function posChange(dir:String) {
if (frontPos == 0 && dir == 'left') {
frontPos = positionArray.length-1;
} else if (frontPos == positionArray.length-1 && dir == 'right') {
frontPos = 0;
} else {
if (dir == 'left') {
frontPos--;
}
if (dir == 'right') {
frontPos++;
}
}
}
function mover(direct:String) {
for (i=1; i<=numItems; i++) {
var item:MovieClip = home['item_'+i];
radianDiff = (item.dest-item.angle)/speed;
item.angle += radianDiff;
item._x = Math.cos(item.angle)*radiusX;
item._y = Math.sin(item.angle)*radiusY;
var scaler = (item._y-perspective)/(centerY-radiusY-perspective);
item._xscale = item._yscale=scaler*100;
item.swapDepths(Math.round(item._xscale)+100);
if (direct) {
radianDiff *= -1;
}
if (radianDiff<=0.0005) {
item._x = Math.cos(item.dest)*radiusX;
item._y = Math.sin(item.dest)*radiusY;
item.angle = item.dest;
checker++;
if (checker>=numItems) {
checker = 0;
originalX = positionArray[frontPos]._xscale;
originalY = positionArray[frontPos]._yscale;
scaler = new Tween(positionArray[frontPos], "_xscale", Regular.easeInOut, positionArray[frontPos]._xscale, totalSizeX, 0.3, true);
new Tween(positionArray[frontPos], "_yscale", Regular.easeInOut, positionArray[frontPos]._yscale, totalSizeY, 0.3, true);
scaler.onMotionFinished = function() {
buttonActive = true;
//buttonCheck = setInterval(checkButton, 25, positionArray[frontPos]);
};
timerActive = false;
clearInterval(timer);
}
}
}
}
function textReplacer(contents) {
//handle for '
contents = contents.split('[quote]');
contents = contents.join(''');
return contents;
}
function displayFirst(node:Number) {
master_mc.title_mc._alpha = 0;
master_mc.title_mc._x += 50;
master_mc.subTitle_mc._alpha = 0;
master_mc.subTitle_mc._x += 50;
master_mc.content_mc._alpha = 0;
thisXML = xmlContent.childNodes[node];
titleText = thisXML.attributes.title;
contentText = thisXML.attributes.caption;
master_mc.title_mc.title_txt.condenseWhite = true;
master_mc.title_mc.title_txt.text = titleText;
master_mc.content_mc.content_txt.condenseWhite = true;
master_mc.content_mc.content_txt.text = textReplacer(contentText);
fader = new Tween(master_mc.title_mc, "_alpha", Regular.easeInOut, master_mc.title_mc._alpha, 100, 0.3, true);
new Tween(master_mc.title_mc, "_x", Regular.easeInOut, master_mc.title_mc._x, master_mc.title_mc._x-50, 0.3, true);
fader.onMotionFinished = function() {
new Tween(master_mc.content_mc, "_alpha", Regular.easeInOut, master_mc.content_mc._alpha, 100, 0.3, true);
};
}
function fadeText() {
new Tween(master_mc.title_mc, "_alpha", Regular.easeInOut, master_mc.title_mc._alpha, 0, 0.3, true);
new Tween(subTitle_mc, "_alpha", Regular.easeInOut, subTitle_mc._alpha, 0, 0.3, true);
new Tween(master_mc.content_mc, "_alpha", Regular.easeInOut, master_mc.content_mc._alpha, 0, 0.3, true);
}
function shrink(target:MovieClip, targetid:Number) {
target._xscale = originalX;
target._yscale = originalY;
growerActive = false;
}
returner = function () {
fadeText();
moveit = new Tween(buttonHit, "_x", Strong.easeInOut, buttonHit._x, buttonHit.originalX, 0.5, true);
new Tween(buttonHit, "_y", Strong.easeInOut, buttonHit._y, buttonHit.originalY, 0.5, true);
new Tween(buttonHit, "_xscale", Strong.easeInOut, buttonHit._xscale, buttonHit.scalerX, 0.5, true);
new Tween(buttonHit, "_yscale", Strong.easeInOut, buttonHit._yscale, buttonHit.scalerY, 0.5, true);
removeSubNav();
//moveit.onMotionFinished = function() {
btnHolder._visible = true;
new Tween(btnHolder, "_alpha", Regular.easeInOut, 0, 100, 0.5, true);
num = positionArray[frontPos]._name.split('_');
for ($i=0; $i<=numItems; $i++) {
if (positionArray[$i] != buttonHit) {
new Tween(positionArray[$i], "_alpha", Regular.easeOut, 0, 100, 0.3, true);
}
positionArray[$i].enabled = true;
}
//};
focusActive = false;
};
displayer = function (target) {
buttonHit = target.split('_');
var targ:Number = buttonHit[1];
buttonHit = positionArray[targ-1];
trace("button depth: "+buttonHit.getDepth());
buttonHit.originalX = buttonHit._x;
buttonHit.originalY = buttonHit._y;
buttonHit.scalerX = buttonHit._xscale;
buttonHit.scalerY = buttonHit._yscale;
moveit = new Tween(buttonHit, "_x", Strong.easeInOut, buttonHit._x, detailX, 0.5, true);
new Tween(buttonHit, "_y", Strong.easeInOut, buttonHit._y, detailY, 0.5, true);
new Tween(buttonHit, "_xscale", Regular.easeInOut, buttonHit._xscale, totalSizeX, 0.4, true);
new Tween(buttonHit, "_yscale", Regular.easeInOut, buttonHit._yscale, totalSizeY, 0.4, true);
hideControls = new Tween(btnHolder, "_alpha", Regular.easeInOut, 100, 0, 0.5, true);
hideControls.onMotionFinished = function() {
btnHolder._visible = false;
displayFirst(targ-1);
};
clearInterval(buttonCheck);
buttonActive = false;
for ($i=0; $i<=numItems-1; $i++) {
if (positionArray[$i] != buttonHit) {
new Tween(positionArray[$i], "_alpha", Regular.easeOut, 100, 0, 0.3, true);
positionArray[$i].enabled = false;
}
}
subnav(targ-1);
focusActive = true;
buttonHit.enabled = false;
};
function subnav(node:Number) {
navtarget.swapDepths(home.getNextHighestDepth());
trace("subnav depth: "+navtarget.getDepth());
trace("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
nodes = xmlContent.childNodes[node].childNodes.length;
loadNav = new Tween(navtarget, "_y", Strong.easeInOut, navtarget._y, navtarget._y-navtarget._height, 0.3, true);
new Tween(navtarget, "_alpha", Strong.easeInOut, navtarget._alpha, 100, 0.3, true);
loadNav.onMotionFinished = function() {
var holder:MovieClip = navtarget.createEmptyMovieClip('navholder', navtarget.getNextHighestDepth());
subNavX = 0;
newHolder = (((150*nodes)/2)-(150/2))*-1;
holder._x = newHolder;
for ($i=0; $i<nodes; $i++) {
var targetIt:MovieClip = holder.attachMovie('subNav_btn', 'subNav_'+$i, holder.getNextHighestDepth());
targetIt._x = subNavX;
targetIt._y += targetIt._height;
targetIt.linkText.text = "testing"+$i;
subNavX += targetIt._width;
new Tween(targetIt, "_y", Strong.easeInOut, targetIt._y, targetIt._y-targetIt._height, 1, true);
}
};
}
removeSubNav = function () {
loadNav = new Tween(navtarget, "_y", Strong.easeInOut, navtarget._y, navtarget._y+navtarget._height, 0.3, true);
new Tween(navtarget, "_alpha", Strong.easeInOut, navtarget._alpha, 0, 0.3, true);
loadNav.onMotionFinished = function() {
navtarget.navholder.removeMovieClip();
};
};
/***********************************************************************************
************************************************************************************
***********************************************************************************/
master_mc.nav_mc.returnBtn.onPress = function() {
if (focusActive) {
returner();
}
};
btnHolder.leftBtn.onPress = function() {
clearInterval(checkBtn);
if (growerActive) {
shrink(positionArray[frontPos], frontPos);
}
if (timerActive == false) {
posChange('left');
destRadian = totalRadians/numItems;
for (i=1; i<=numItems; i++) {
var item:MovieClip = home['item_'+i];
item.dest = item.angle+destRadian;
}
clearInterval(_root.growItem);
timerActive = true;
timer = setInterval(mover, 25);
} else {
timerActive = true;
}
};
btnHolder.rightBtn.onPress = function() {
clearInterval(checkBtn);
if (growerActive) {
shrink(positionArray[frontPos], frontPos);
}
if (timerActive == false) {
posChange('right');
destRadian = totalRadians/numItems;
for (i=1; i<=numItems; i++) {
var item:MovieClip = home['item_'+i];
item.dest = item.angle-destRadian;
}
clearInterval(_root.growItem);
timerActive = true;
timer = setInterval(mover, 25, true);
} else {
timerActive = true;
}
};
_root.onEnterFrame = function() {
for (i=0; i<numItems; i++) {
positionArray[i].onPress = function() {
if (!focusActive) {
displayer(this._name);
} else {
targetIt = this._name;
returner();
moveit.onMotionFinished = function() {
displayer(targetIt);
};
}
};
}
for (c=1; c<=6; c++) {
nav['b_'+c+'_btn'].onRollOver = function() {
target = (nav[this._name]);
new Tween(target, "_alpha", Regular.easeInOut, target._alpha, 100, 0.3, true);
num = this._name.split('_');
for (d=1; d<=6; d++) {
target2 = nav['b_'+d+'_btn'];
if (d != num[1]) {
new Tween(target2, "_alpha", Regular.easeInOut, target2._alpha, 75, 0.3, true);
}
}
};
nav['b_'+c+'_btn'].onRollOut = function() {
for (d=1; d<=6; d++) {
target2 = nav['b_'+d+'_btn'];
new Tween(target2, "_alpha", Regular.easeInOut, target2._alpha, 50, 0.3, true);
}
};
nav['b_'+c+'_btn'].onPress = function() {
if (!focusActive) {
displayer(this._name);
} else {
targetIt = this._name;
returner();
moveit.onMotionFinished = function() {
displayer(targetIt);
};
}
};
}
};
Depth Issues
I have a few windows in a Flash Site. That are dragable and over lap.
www.shiftrio.com for an example.
Now on the site now 2 windows work fine, add a third and as soon as I click it to have it depth come up to 1. all windows stop dragging and wont change depths.
The first 2 work fine add a third and it craps out?
Any ideas?
Depth Issues
depth issues
hi
i have an external swf which is a scroll gallery. each thumbnail which is pressed load the the big pic on level 1. loadMovieNum,1.
it works just fine.
this external movie loads into a site. but when the big pic is shown the drop down menu i made is covered by the pic.
the drop down menu is located the placeholder mc where the external movie loads.
i have tried to code the depth isuue but probebaly not done it right since it does not work.
what sell i do?
i have tried to load the clip here but it tells me that the file size is too big.
thanks
Derrida
Depth Issues
I have a few windows in a Flash Site. That are dragable and over lap.
www.shiftrio.com for an example.
Now on the site now 2 windows work fine, add a third and as soon as I click it to have it depth come up to 1. all windows stop dragging and wont change depths.
The first 2 work fine add a third and it craps out?
Any ideas?
Level Depth Issues
I am attempting to create a graphic equaliser and I have the code all fine and well for the motion part. But I want to place a grid over the bars so they appear segmented. I am having trouble. I have attached the external swf file with the sound and the data for the bar movement. But I cannot attach the grid so that it shows over the bars the bars are always on top. Any Help??
Layers And Depth Issues
Hi, I recently altered my website because I wanted the button that was pressed to make something be on the top layer no matter what.
I have 3 objects that share the same space and I wanted the most recently pressed to be on the top layer. However I didn't anticipate that the top layer would supersede the mask layer. How do I make the Mask layer the Absolute top layer???
here is the code I am using
Code:
myDepth=20;
is in the frame
_root.mcHolder.scrollerSlider2.swapDepths(_root.mcHolder.scrollerSlider2._parent.myDepth);
Is on the button press
Depth Sorting Issues...
I'm building a replica of the SIMS in flash, and I'm not that experienced either. I'm having a problem with depth for the new objects on the stage (it's in fake 3D). Here is my code:
Code:
if (_global.build == true) {
nextOb = "_root.object"+_global.objects
nextY = this._y
nextX = this._x
obLength = _global.objectY.length+1
thisY = this._y
for (i=0; i<obLength; i++) {
if (thisY<objectY[i]) {
this.swapDepths(_global.objectsOS[i])
} else {
thisOb = _global.objectsOS[i]
thisObY = _global.objectY[i]
thisObX = _global.objectX[i]
_global.objectsOS[i] = nextOb
_global.objectY[i] = nextY
_global.objectX[i] = nextX
nextOb = thisOb
nextY = thisObY
nextX = thisObX
}
}
this.onEnterFrame = null;
_global.build = false;
}
as you can tell, there are 3 arrays for the object string name, object Y, and object X. What the code in the "else" statement should be doing, is sorting the Y array, and the other two according to the Y array, in order from largest to smallest, and the code in the if statement, should be swapping depths with all the objects that have a higher Y than the current object this code is on...
I can't find the problem, and I've been trying this for a long time...please help! Thanx!
AttachMovie Depth Issues
Hi all, thanks for reading,
I have issues with the attachMovie property and the depth that the attached movieclip appears on the stage.
I am making a movie whereby the user can pick up a can of paint and throw it onto the stage to create random splashes of paint.
I use attachMovie to insert the paint splatters onto the stage when the user releases the mouse button. However, the paint splatters appear "on top of" the paint can.
I have tried assigning the paint can with a higher Depth to the splats but that doesn't seem to have any effect.
Does anyone know how to make the paint splatter movieclips sit behind everything else, or control the depth better? or any other advice on how to do this?
Here is my code:
Code:
on (press) {
startDrag(button,false,0,0,500,500);
}
on (release) {
x_pos = button._x;
y_pos = button._y;
//trace("x_pos= "+x_pos+"y_pos= "+y_pos);
button.swapDepths(10);
this.attachMovie("splat", "splat", this.getNextHighestDepth(), {_x:(button._x), _y:button._y-50});
_root.button.getNextHighestDepth();
stopDrag();
}
Thanks a lot,
Tom
MovieClip Depth Issues
Hi,
Currently having a few issues with display depth.
Firstly, I'm using a custom cursor, which being added first to the scene is obviously getting the bottom depth. I'm wondering, what is the most efficient way to tackle this bearing in mind my scene is adding and removing MovieClips with very high frequency.
Secondly, I have an array of MovieClips of ClassA each of which also draw a child MovieClip of ClassB, I require however all ClassB movieclips to show above ALL classA movieclips, so I'm guessing for this I'll have to add the ClassB clips to the stage and then reference them into the ClassA instance? any ideas on this too please?
Thanks for any help
Duplicatemovieclip Depth Issues
I am using duplicatemovieclip to duplicate a person that randomly walks around to form a crowd. This works fine but they are appearing above all other elements in the movie. Is there any way i can prevent this without dynamically attaching each section of the movie to a specified level above the duplicated mc?
Issues With Depth Swapping
Hello,
I continue to have an issue with a flash project. I am trying to swap depths with a movieclip so that the tween appears on top of other layers. The swapDepth works fine, but when returning to the main movie, the onRelease function no longer works.
The code is:
this.loudon_button.onRelease = function() {
duplicateMovieClip(loudon_button, "louder", 6);
loudon_button.swapDepths(louder)
loudon_button.gotoAndPlay("_end");
}
When returning from the MC to this I have tried removing the louder Movie, and swap depths back again. Neither work. When I click, the move becomes a placeholder, just another graphic.
Anybody know why the onRelease function no longer works? It still has the rollOver and RollOut functions working, but after clicking these don't work either.
Thanks,
Techmaniac
.onRollOver And Depth Issues.
Hi all,
I have a main movie clip that is dynamically created to be the same width and height as the stage. I then have this clip set so that it's .onRollOver creates several clips above it as a kind of overlaid menu. It's .onRollOut then clears the menu.
My problem is that once the menu has been created and is put on top of the main clip none of the menus individual .onRollOver, .onPress, onRollOut, etc functions will work. The main clips .onRollOver is still being called and is ignoring the menu which is at a higher depth than it.
Is there any way around this. Did I just pick a crappy way to do it?
Depth Management Issues
Hi all.
I am attempting to simultaneously modify 5 movieclip index values, but struggling.
I am attempting to create an illusion of four movieclips rotating around a central movieclip.
See below:
I have the rotation working, but I need all of the movieclips to be in the correct Z-order so they appear to be orbiting 360 degrees around.
I have tried using standard setChildIndex() and swapChildren() methods, but movieclips are duplicating and remaining stationary when I do this.
Here is a demo of the rotating clips so you can get an idea
http://jwhite.co.uk/jwspin_test/jwSPIN3.swf
Any help would be great.
Cheers, Jamie.
Depth Issues With The Drawing API
I need the menu to be on top of the header:
Code:
//Setting Stage align and scale properties
Stage.align = "TL";
Stage.scaleMode = "noScale";
//Importing the necessary tweening classes
import mx.transitions.Tween;
import mx.transitions.easing.*;
//Creating the stage tweens and the Stage Listener
var stageSizeListener:Object = new Object();
stageSizeListener.onResize = function() {
var sw:Number = Stage.width;
var sh:Number = Stage.height;
var halfW:Number = sw/2;
var halfH: Number = Stage.height/2;
var tw0:Tween = new Tween(header, "_width", Strong.easeOut, header._width, sw, 0.5, true);
var tw1:Tween = new Tween(footer, "_width", Strong.easeOut, footer._width, sw, 0.5, true);
var tw2:Tween = new Tween(footer, "_y", Strong.easeOut, footer._y, Math.round(sh-footer._height), 0.5, true);
};
//Registering the Stage Listener
Stage.addListener(stageSizeListener);
//Creating the XML driven menu
var xml:XML = new XML();
xml.ignoreWhite = true;
var home:Object = this;
//Creating the textFormat Object that styles the navigation
var format:TextFormat = new TextFormat();
format.color = 0x000000;
format.size = 8;
format.font = "FFF Harmony";
//Creating the XML onLoad function
xml.onLoad = function(success) {
if (success) {
var menu:Array = this.firstChild.childNodes;
for (i = 0; i < menu.length; i++) {
//Attaching and Positioning the buttons on the Stage
var nav:MovieClip = home.createEmptyMovieClip("but" + i, i);
nav.createTextField("but_txt", i, 0, 0, 110, 30);
nav._y = 25;
nav._x = (i * 55) + 25;
//Adding the text from the xml to the button
nav.but_txt.text = menu[i].attributes.label;
nav.but_txt.setTextFormat(format);
nav.but_txt.selectable = false;
}
} else {
trace('error loading the xml document');
}
};
xml.load('xml/menu.xml');
//Creating the website header
this.createEmptyMovieClip("header", this.getNextHighestDepth());
drawHeader(header, Stage.width, 75, 0xFF3399, 100);
function drawHeader(target_mc:MovieClip, boxWidth:Object, boxHeight:Object, fillColor:Number, fillAlpha:Number):Void {
with (target_mc) {
beginFill(fillColor, fillAlpha);
moveTo(0, 0);
lineTo(boxWidth, 0);
lineTo(boxWidth, boxHeight);
lineTo(0, boxHeight);
lineTo(0, 0);
endFill();
}
}
//Creating the website footer
this.createEmptyMovieClip("footer", this.getNextHighestDepth());
drawFooter(footer, Stage.width, 20, 0xFF3399, 100);
function drawFooter(target_mc:MovieClip, boxWidth:Object, boxHeight:Object, fillColor:Number, fillAlpha:Number):Void {
with (target_mc) {
beginFill(fillColor, fillAlpha);
moveTo(0, 0);
lineTo(boxWidth, 0);
lineTo(boxWidth, boxHeight);
lineTo(0, boxHeight);
lineTo(0, 0);
endFill();
}
}
At the moment the header is on top of the menu and the menu is therefore not visible :(
how do i change this?
Unload Loader Issues
Sup All //
Here's the thing. I have several thumbnails in my portfolio that dynamically load a .png file into the Loader component called myLoader.
Followed the tutorial from Kirupa. Simple enough.
Code:
on(release){
myLoader.contentPath = "1-0.png";
}
Here's where I'm having my issues. When I (user) goes to click on a different client to view different work, artwork from the current client is still loaded, or being shown. I have the same myLoader Loader spread through the frames.
I tried to put this
Code:
on(press){
unloadMovie("myLoader");
}
on each client button to clear the Loader before you go to each section, but that makes it disappear all together, than when you go to click a thumbnail, nothing happens because the Loader is gone.
Is there a way to unload the .png files w/o killing the loader?
Should I use a separate loader for each client? or will that just get messy.
Any suggestions would be well recieved.
Thanks All
Window Component Depth Issues?
Hi all,
I've had this problem a few times now and I'm not sure what I'm doing wrong.
I have a Flash movie that attaches a .as defined MovieClip in the first frame of the timeline.
In my MovieClip class, I attach a background image movie and a couple of buttons and whatnot - basically building a screen.
If the user clicks a certain button on the screen (the button is defined entirely in actionscript and isn't on the flash stage at all), then I want to pop up a Window component.
In my class file, I define _win:Window; but do not instanciate it initially.
I defined the button's onPress event inside a load listener - this is that definition.
loadListener.onLoadComplete = function(targetMovie:MovieClip):Void {
targetMovie.onPress = function() {
_parent._win = PopUpManager.createPopUp(_parent, Window, true, { title:"", closeButton:false}); for (var i in _parent) {
trace("I is " + i + " at depth " + _parent[i].getDepth());
}
}
}
Now, if you look at that, all it does is say, when the button is pressed, create a new pop up - put it into the _win variable in the button's parent. The window is to be placed at '_parent' (see the first parameter in the createPopUp call).
The wee for loop there just outputs depths of all MovieClips in my class.
From the above code, I would expect a basic window to appear on top of all my movies - since the Window component created by PopUpManager is supposed to start at _parent and work it's way to the top then draw. For some reason, the Window component is put BEHIND all the other movies my class creates. Why is this?
The depths output by my for loop are as follows
I is _win at depth 100
I is currentlyHighlightedStaff at depth undefined
I is sizePerStaffY at depth undefined
I is sizePerStaffX at depth undefined
I is facesPerRow at depth undefined
I is fireButton at depth 9
I is bonusButton at depth 8
I is wageButton at depth 7
I is staff1 at depth 6
I is staff0 at depth 5
I is mcFireEmployeeDBox at depth 4
I is mcDiagFireButton at depth 3
I is textField at depth 2
I is dataBox at depth 1
I is backgroundImage at depth 0
It looks there like _win should be on top - why isn't it?
Any ideas?
I've uploaded a screenshot to http://www.businessplayground.co.uk/...owproblems.gif to show you what I mean.
Thanks
David
Movie Clip Depth Issues...
I have 8 movie clips that are in a row that have instance names. When you rollover them they enlarge and overlap each other. Problem is I always want the rollover one to be in front of all the others. Arranging the layers will do nothing but just put that one clip on top of the other. I am very unaware of how these need to be set up on an actionscript end of things. Can someone help??? I am very newbie to the AS here...
Createpopup() Depth, Close Issues
I am creating a popup using the following lines of code:
Code:
var initObj:Object = {title:"Email This Photo To A Friend", contentPath:"EmailToFriendFormMC"};
var win = mx.managers.PopUpManager.createPopUp(this, mx.containers.Window, true, initObj);
This worked for me, except the window popped up UNDER all dynamically created movie clips on my calling window. I did some research and found that adding this line of code fixed that problem:
Code:
win.swapDepths(this.getNextHighestDepth());
Now, the popup is on the correct depth, HOWEVER: now that I've added the swapDepths call, the window's close handler is broken. I've stepped through the code and the calling object is receiving the close message, it just doesn't nuke the window when it gets to the deletePopUp call. Here is my event listener code for the windows close event:
Code:
var emailWindowListener = new Object();
emailWindowListener.click = function(evt)
{
evt.target.deletePopUp();
}
win.addEventListener("click", emailWindowListener);
To summarize: Without swapDepths, close handler works but window is on the wrong depth. With swapDepths, window is on the correct depth, but the close handler doesn't work. Any advice?
Depth Management/addChild Issues
After adding MCs to the stage (display list) at runtime I'll later need to add further MCs
At runtime I add a series of of MCs to the stage via addChild. Later I need to add more, a few of which will need to stack underneath one clip already on stage. Additionally there are clips that need to stay at the bottom of the pile. How is this sort of thing handled? To simplify, there is only one clip that needs to be stacked above the most recently added MCs to the display list.
Hope this makes sense.
Window Component Depth Issues?
Hi all,
I've had this problem a few times now and I'm not sure what I'm doing wrong.
I have a Flash movie that attaches a .as defined MovieClip in the first frame of the timeline.
In my MovieClip class, I attach a background image movie and a couple of buttons and whatnot - basically building a screen.
If the user clicks a certain button on the screen (the button is defined entirely in actionscript and isn't on the flash stage at all), then I want to pop up a Window component.
In my class file, I define _win:Window; but do not instanciate it initially.
I defined the button's onPress event inside a load listener - this is that definition.
loadListener.onLoadComplete = function(targetMovie:MovieClip):Void {
targetMovie.onPress = function() {
_parent._win = PopUpManager.createPopUp(_parent, Window, true, { title:"", closeButton:false}); for (var i in _parent) {
trace("I is " + i + " at depth " + _parent[i].getDepth());
}
}
}
Now, if you look at that, all it does is say, when the button is pressed, create a new pop up - put it into the _win variable in the button's parent. The window is to be placed at '_parent' (see the first parameter in the createPopUp call).
The wee for loop there just outputs depths of all MovieClips in my class.
From the above code, I would expect a basic window to appear on top of all my movies - since the Window component created by PopUpManager is supposed to start at _parent and work it's way to the top then draw. For some reason, the Window component is put BEHIND all the other movies my class creates. Why is this?
The depths output by my for loop are as follows
I is _win at depth 100
I is currentlyHighlightedStaff at depth undefined
I is sizePerStaffY at depth undefined
I is sizePerStaffX at depth undefined
I is facesPerRow at depth undefined
I is fireButton at depth 9
I is bonusButton at depth 8
I is wageButton at depth 7
I is staff1 at depth 6
I is staff0 at depth 5
I is mcFireEmployeeDBox at depth 4
I is mcDiagFireButton at depth 3
I is textField at depth 2
I is dataBox at depth 1
I is backgroundImage at depth 0
It looks there like _win should be on top - why isn't it?
Any ideas?
I've uploaded a screenshot to http://www.businessplayground.co.uk/...owproblems.gif to show you what I mean.
Thanks
David
Window Component Depth Issues?
Hi all,
I've had this problem a few times now and I'm not sure what I'm doing wrong.
I have a Flash movie that attaches a .as defined MovieClip in the first frame of the timeline.
In my MovieClip class, I attach a background image movie and a couple of buttons and whatnot - basically building a screen.
If the user clicks a certain button on the screen (the button is defined entirely in actionscript and isn't on the flash stage at all), then I want to pop up a Window component.
In my class file, I define _win:Window; but do not instanciate it initially.
I defined the button's onPress event inside a load listener - this is that definition.
loadListener.onLoadComplete = function(targetMovie:MovieClip):Void {
targetMovie.onPress = function() {
_parent._win = PopUpManager.createPopUp(_parent, Window, true, { title:"", closeButton:false}); for (var i in _parent) {
trace("I is " + i + " at depth " + _parent[i].getDepth());
}
}
}
Now, if you look at that, all it does is say, when the button is pressed, create a new pop up - put it into the _win variable in the button's parent. The window is to be placed at '_parent' (see the first parameter in the createPopUp call).
The wee for loop there just outputs depths of all MovieClips in my class.
From the above code, I would expect a basic window to appear on top of all my movies - since the Window component created by PopUpManager is supposed to start at _parent and work it's way to the top then draw. For some reason, the Window component is put BEHIND all the other movies my class creates. Why is this?
The depths output by my for loop are as follows
I is _win at depth 100
I is currentlyHighlightedStaff at depth undefined
I is sizePerStaffY at depth undefined
I is sizePerStaffX at depth undefined
I is facesPerRow at depth undefined
I is fireButton at depth 9
I is bonusButton at depth 8
I is wageButton at depth 7
I is staff1 at depth 6
I is staff0 at depth 5
I is mcFireEmployeeDBox at depth 4
I is mcDiagFireButton at depth 3
I is textField at depth 2
I is dataBox at depth 1
I is backgroundImage at depth 0
It looks there like _win should be on top - why isn't it?
Any ideas?
I've uploaded a screenshot to http://www.businessplayground.co.uk/...owproblems.gif to show you what I mean.
Thanks
David
Unload Issues (time Sensitive)
i'm putting together a piece that calls movies to the stage in order. each movie is loaded from an external file to a target on the main stage, plays, and is then unloaded.
it works with the first 5 movies, but numbers 6 and 7 both go to a black screen when the movie is finished loading and that's it.
I'm using very simple code:
loadMovie("data/ADIDAS_1000.swf", "adidas_single_target");
to place the clip, and using
unloadMovie("adidas_single_target");
to remove it.
any ideas? I'm supposed to deliver the final files by 8am tomorrow morning, so any quick turnarounds would be extremely helpful.
[F8] Transitioning Clips Within A Movieclip - Depth Issues
Hi there,
I have a movieclip named "CONTENT_CONTAINER_mc".
I have three different movieclips that play within CONTENT_CONTAINER_mc, there are CONTENT_home_mc, CONTENT_products_mc and CONTENT_contact_mc, depending on which button has been clicked.
The button variables are handled with _global.currentsection
Each clip fades in, then sits at a loop waiting for the _global.currentsection variable to change. When this variable changes, two things happen:
1) The movieclip is allowed to keep playing beyond the loop and begins to fade out and should the remove itself when fully transparent again.
2) At the same time the clip begins to fade out, it also attaches the new _global.currentsection which is supposed to fade in over the top (while the previous clip is still fading out).
The problem is, when the new movieclip is pressed, the old one doesn't get to fade out, it just gets replaced with the new one fading in.
To alleviate any confusion, I have attached a copy of the FLA file (Flash 8).
Click here to download zipped FLA file (1.3Mb)
I have cleared up the actionscript and grouped all library items into folders to keep them out of the way and make things as clear as possible.
My guess is the problem has something to do with levels. Can someone show me where I'm going wrong, or how to make this work? I have spent many hours trying to make this work so any assistance here would be GREATLY appreciated!
Many Thanks!
Chris
ComboBox Component, MovieClips, And Depth Issues
You can see the issue in question here:
http://dbb3375.cias.rit.edu/comboBox/prototype.html
As you can see, where the comboBox overlays the MovieClip, the comboBox is visible, but on click, the list that opens is behind the MovieClip. It is very important for my design that the ComboBox be inside the MovieClip (in this SWF it is misaligned for demonstration purposes).
Relevant code here:
Code:
current=myRoot.createEmptyMovieClip(anInstanceName,myRoot.getNextHighestDepth());
current.attachMovie("dataBox_mc","holder",currentMC.getNextHighestDepth());
current._x=200;
current._y=200;
currentCombo=myRoot.createObject("ComboBox","filterBox"+anIteration+"_mc",myRoot.getNextHighestDepth());
currentCombo.setSize(200,20);
currentCombo._x = 70;
currentCombo._y = 300;
currentCombo.dataProvider = ["SELECT A FILTER CRITERIA","Accessibility","Location","Medium"];
I'm not sure that anyone can help me, since everyone seems to have trouble with the Components, and the ComboBox in particular. Any help would be greatly appreciated.
Carousel, Depth, Tooltip, Timeline Layer Issues
Ok, I have created a file that has three layers in the timeline: A layer containg tooltip artwork, an actio layer for a carousel, and an action layer for the tooltip. I have noticed I get different results if i put the layers in different order in the timeline. If the three are arranged on way, the tooltip wont work, if they are arranged another, the carousel won't function properly.
Here is the as for the tooltip:
tooltip._visible = false;
var tipInt;
item0.onRollOver = function() {
tipInt = setInterval(showTip,100,"A collection of training CD-ROM's: Turning Leads Into Move-Ins");
}
item0.onRollOut = function() {
hideTip();
}
item1.onRollOver = function() {
tipInt = setInterval(showTip,100,"An identity design for a Mid-Missouri Residential Care Facility");
}
item1.onRollOut = function() {
hideTip();
}
item2.onRollOver = function() {
tipInt = setInterval(showTip,100,"An identity design for a West Coast Memory Care Facility");
}
item2.onRollOut = function() {
hideTip();
}
item3.onRollOver = function() {
tipInt = setInterval(showTip,100,"An Identity Design for the Missouri Rural Health Association");
}
item3.onRollOut = function() {
hideTip();
}
item4.onRollOver = function() {
tipInt = setInterval(showTip,100,"A website design for a Midwest consulting firm: Turnaround Solutions");
}
item4.onRollOut = function() {
hideTip();
}
item5.onRollOver = function() {
tipInt = setInterval(showTip,100,"A Brocchure design proposal for the Department of Family Services");
}
item5.onRollOut = function() {
hideTip();
}
var count = 0;
function showTip(tiptext) {
if(count == 5) {
clearInterval(tipInt);
count == 0;
tooltip.tiptext.text = tiptext;
tooltip._x = _root._xmouse;
tooltip._y = _root._ymouse;
tooltip._visible = true;
_root.onMouseMove = function() {
tooltip._x = _root._xmouse;
tooltip._y = _root._ymouse;
updateAfterEvent();
}
}
else {
count++;
}
}
function hideTip() {
clearInterval(tipInt);
tooltip._visible = false;
delete _root.onMouseMove;
}
Here is the script for the carousel:
var numOfItems:Number = 6;
var radiusX:Number = 50;
var radiusY:Number = 150;
var centerX:Number = 200;
var centerY:Number = 275;
var speed:Number = 0.015;
for(var i=0;i<numOfItems;i++)
{
var t = this.attachMovie("item"+i,"item"+i,i+1);
t.angle = i * ((Math.PI*2)/numOfItems);
t.onEnterFrame = mover;
}
function mover()
{
this._x = Math.cos(this.angle) * radiusX + centerX;
this._y = Math.sin(this.angle) * radiusY + centerY;
var s:Number = this._x / (centerX+radiusX);
this._xscale = this._yscale = s * 100;
this.angle += this._parent.speed;
this.swapDepths(Math.round(this._xscale) + 100);
}
this.onMouseMove = function()
{
speed = (this._ymouse-centerY)/7000;
}
item0.onRelease = function(){
_root.gotoAndStop("movie");
}
Also, I have tried a number of things with epth scripts, but no matter what, I cant get the tooltip to always be on top, It is always in the back, which I would like to change.
Here is the file: http://www.arocreative.com/tooltips.fla
Anyone have any suggestions or any ideas. Any help would be greatly appreciated. If you need more info, let me know, thanks alot.
Load, Unload, Load... Will The Movie Need To Download Again?
hi,
I have a quick question about loadMovie and unloadMove...
If I load an external movie (section 1), lets say its 200k, and then unload it when the user moves to another section (section 2).
When returning to section 1, when the external movie is called to load, will it need to redownload? Or is it saved in some type of cache area?
any help or a point to a resource would be great.
thanks,
alex
Load Play Unload Load Problem
Ok subject heading isn't the best but hey. Okay here is my question. I have created a small animation in Swish. Then created my site base in flash MX, now I want to combine the two. So I created a 3rd file again in flash. Now the swish is the intro (was easier to animate) so it is intro.swf at present. The site is site.swf and the 3rd file holding them together is base.swf.
Anywho, Base.swf loads, now I want it to load intro.swf, then when intro.swf finishes playing, I want site.swf to load.
base.swf has a empty mc in it called mtClip. I can get the intro.swf to load into this easy enough. But have no idea on how to get it to once finished playing unload and load site.swf.
Let me know if this should be directed at the Swish help section. But personally thought flash being more powerfull should have some function i can't find to deal with this problem of mine.
Thank heaps in advanced
Trent
List Box Load, Unload And Load
i try to make something with the list box and remote
it connect and retryve the values perfec but i got a problem and i can't figure it out
i have amny buttons A to Z
when I click A it load the value on the listbox
here is the AS for this button (A)
on (release) {
soNetcla = cfServer.getService("edespnet.cfc.titsel", this);
soNetcla.getabrtit_a();
btnServiceManager.useHandCursor = false;
// Evento p/ abreviado no combobox().
cbtitulo.removeAll();
function getabrtit_a_Result(result) {
for (var i = 0; i<result.items.length; i++) {
cbtitulo.addItem(result.items[i].NOM_tit);
}
}
function SelectItem() {
titulosel = cbtitulo.getSelectedItem().data;
}
}
*--- and when I click in B it unload the old values but doesn't load the new ones
here is the AS for button (B)
on (release) {
soNetcla = cfServer.getService("edespnet.cfc.titsel", this);
soNetcla.getabrtit_b();
btnServiceManager.useHandCursor = false;
// Evento p/ abreviado no combobox().
cbtitulo.removeAll();
function getabrtit_b_Result(result) {
for (var i = 0; i<result.items.length; i++) {
cbtitulo.replaceItemAt(result.items[i].NOM_tit);
}
}
}
If some one could help me I'll appreciate
TIA
molotophy
SWF Load Play To End Unload - Load Next SWF
Hello,
I'm new to this forum and joined because I have spent several hours researching this basic question but either I find info that is too old (eg. Flash 5) or too complex for what I want to do.
In Flash 8, using ActionScript 2.0 I would simply like to load an swf intro into a container movie - let it play to the end (how can I tell when the last frame is finished) and then unload it to purge the memory (as there are some large bitmaps and animation that won't play again) - then play the next swf - the actual main movie.
I don't want a preloader script and I don't want to activate these movies with buttons, which is what I'm coming up with when I search for this.
Thanks!
Charles
Help How Do I Load And Unload A .SWF
hi there
i have a main scene and have a button that loads a game which is a .swf i then want a button on this .swf that will return to the mail .swf ???
how do i do this i have tried unloadMovie but it does not work
thanks you
moo
Help How Do I Load And Unload A .SWF
hi there
i have a main scene and have a button that loads a game which is a .swf i then want a button on this .swf that will return to the mail .swf ???
how do i do this i have tried unloadMovie but it does not work
thanks you
moo
Load/Unload?
Well, i have my movie ... and the first frame alone is 471k. Thats just the background stuff, the basic buttons for the major sections, and I dont want to increase that filesize by adding anymore to the section.
Instead I want to load completely new SWF's ontop of it, complete with their own preloader and everything... so that i dont have to reload the 500k, and i can load the sections only as needed.
I guess the way to do this is with load/unload movie -- but i dont understand the syntax.
Ive gotten this far:
on (release) {loadMovie(main2.swf, ??, ??);
}
Can anyone help me out? And once i load it with that command -- how do I place it where i want it? and how do I unload it?
::sigh:: im really bad with actionscripting and the helpfiles are well.. confusing ;]
Thanks in advance
~DW~
Load And Unload
Hi there
is it possible, when I load a movie, to go to a specific label?
greetz, Robin
please answer at linckx@yahoo.com
Load/unload All?
ok, i know this is probably a very simple question that can be answered... but on my site (see below) i have a series of links...
ok, say i have 5 links
named 1,2,3,4 and 5...
each of those links loadsa new movie on a different layer... such as layer 1,2,3,4 and 5... but i want it so that if i click link 4... movie 4 opens... but when i click link 5... movie 4 (or any others that are open) close... how do i do this?
is there a simple bit of code that i can add to each button to comand this to happen?
also... ive seen some websites where you click a link and an animation loads up the page... then when you click a different part of the site... the animation seems to go backwards before opening a different section up... any ideas?
probably simple i know but ive not looked at this sort of thing before...
thanx for any help...
Load/unload
oke..i wanna know
if i need to load a swf...
ill prefer to load it in to a movieclip...
(dunno if this is correct)
loadMovie("http://www.website.com/swffile.swf", "_root.content.holder");
now... that works.... but then..when i from the menu..makes this
on (release){
unloadMovie("_root.content.holder");
}
then it unloads..well..but THEN...i CANNOT load a new SFW....is that because if unloaded the entire movieclip...????? ( ---> "_root.content.holder )
so...do i need to know, if i need to name (give instance name) that swf/clip i load...can i give it a instance name...so i can unload it correct...or how do i get around this problem
??
any help apreceated
Load&unload
Hi! I have a button A which says load movie1.But when e problem is when i clicked buttonB, load movie2 did not come out. I guess the problem has to do with load and unload. what should i put on buttonA to unload movie1 so that movie2 show when buttonB is clicked???
anyone oout there can explain ??
Load Unload?
Hi all,
Got a problem.
I have a few levels of movies. At any point or from any level I want the levels to be removed and only the very first level '0' to remain so that the navigation can begin again.
How can I achieve this? Is it via 'unloadmovie'? If so what is the actionscript?
I have managed to load the new levels on top of level '0'.
Cheers all.
Load / Unload
Hello World,
I am building a site that requires me to load movies on top of each other and unload them to avoid having one big movie.
The problem I have is that there are 9 movies and they get loaded in random order according to what the user wants to view, so how do I know which level to specify when I want to Unload a movie they have finished with.??
Thanks
MS
Load/unload ?
ok, so if i have a movie load from a file
Code:
on (release) {
loadMovie("shows.swf", "_root.mainWindow");
}
then i want another button to load a different movie,
Is there a way to make the first movie ... play backwards ...
(kinda like "crawl back in its hole")
notice how the menu system works on this site
http://www.24-7media.de
thanks in advance
-dan
Load And Unload
can someone explain the load and unload feature for me coz i'm going insane. I have created a movie and when you click on a button it should load a new movie . I have managed to do that but the buttons from "old" movie still works behind the new movie. I can unload the first movie but I want the the new one to "slide" over the old movie.
so my question is ... is possible to unload the the old movie after you have started playing the new one.
is it possible to do that?
How To Load & Unload
Hi,
After having problems with linking scenes as i explained in an earlier post, i have turned to trying to load /unload movies. I thought that would be a better "optimized" approach. Heres the code am using for the navigation menu:
on (release) {
unloadMovieNum(1);
loadMovieNum("intro.swf", 1);
}
The links are as follows (smaller files):
Intro-Movie
Intro-Fla
Menus-Movie
Menus-Fla
Contact-Movie
Contact-Fla
The problems am having are:
1) a clash between movies. The previous movie is not unloaded. I have attached the unload code on each code. So how do you unload a move? through the timeline or through the button?
2)I also have a fourth movie which loads before the above mentioned movies. How do you load movies from the time line?
I appreciate the help. I going through a wreck !
Cheers,
UrbanDev
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