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Silly Problem, But Still A Pain


I have REAL problems getting a movie clip to jump to the next scene from it self.

In english: movieclip in one scene plays until it reaches a keyframe with the following action on it:

gotoAndPlay ("scene one", 1);

This is being ignored and the clip seems to repeat itself.

There is no other actionscript in the entire movie.

I've had this problem with another movie and out of desperation moved elements out of a movie clip onto the main stage which made for a really messy fla.

Any help would be appreciated.

Cheers

Graham




FlashKit > Flash Help > Flash ActionScript
Posted on: 10-17-2001, 04:25 AM


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there are several embedded movie clips within the main timeline. how do i navigate from the middle of one of the movie clips into the middle of the other. i.e. how can i make a button link to a piece of another movie (frame 53 or what have you).

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------
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Quote:




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Is there anything that can be added to the following or to clip_mc to do this?


Code:
mouseListener:Object = new Object();
mouseListener.onMouseWheel = function(delta) {
clip_mc._y += delta;
}
Mouse.addListener(mouseListener);


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Heya,

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I know theres something majoRong with my code but i have no idea what .

"/

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Right my website is loaded in flash. It includes as blank mc (movie clip) the website has a gallery button. When you press this button it loads an external .swf file via the blank_mc. This is how I am loading content like news etc.

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OH, yeah, I'm using flash Pro 8.








Attach Code

System.useCodepage = true;
myXML = new XML();
myXML.load("data.xml");
myXML.ignoreWhite = true;
myXML.parseXML;
myXML.onLoad = StartXML;

docservices.onRelease = function() {
unload.attachMovie;
var _title;
var _team;
var _name;
var _photo;
var p:Number = 0;
for (var a = 0; a<myXML.firstChild.childNodes.length; ++a) {
myArray = myXML.firstChild.childNodes[a].firstChild.nextSibling.nextSibling;
myDetails = myXML.firstChild.childNodes[a].firstChild;

moreDetails = myXML.firstChild.childNodes[a].firstChild.nextSibling;
xtraDetails = myXML.firstChild.childNodes[a].firstChild;
for (i=0; i<myArray.childNodes.length; i++) {
allteam = myArray.childNodes[i];
if (allteam.nodeValue == "Document Services") {
_team = [allteam];
trace("team ="+allteam);
if (p<teamArray.length) {
}
p++;
_name = myDetails.firstChild.nodeValue;
_title = moreDetails.firstChild.nodeValue;
_photo = xtraDetails.attributes.photo;
var spacing:Number = 120;
var leading:Number = 35;
var x:Number = p*spacing;
var y:Number = p*spacing;
var z:Number = p*leading;
var rowcount = 4;
var people:String = "Movie_mc"+p+"_mc";
scroller.attachMovie("Movie_mc", people, p);

scroller[people].whoareu.text = _name;
scroller[people].whatudo.text = _title;
scroller[people].Image_mc.loadMovie(_photo);
scroller[people]._width = 100;
scroller[people]._height = 130;

trace("PHOTO ="+_photo);

scroller[people]._x = x;

}

}


trace(p);

}
}


StartXML();

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Scrollpane. Oh....the Pain
Okay. After combing over the many examples of using the scrollpane, I am needing assistance in something I am working on.

The basic idea;

I am loading jpg thumbnails from an XML document into a scrollpane.

Next, I am taking these thumbnails and giving them on Release functionality.

Finally, I am displaying the large picture after the thumbnail has been clicked.

Everything works as intended. EXCEPT, the problem is loading the thumbnails into the scrollpane. Here's the code I have so far;

----------------------------
_global.picxml = new XML();
picxml.ignoreWhite = true;

picxml.onLoad = function(success)
{
if (success) {
parseXmlDoc(this);
}
else trace('xml screw up!');
};

picxml.load("pics.xml");

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if (xmlDoc.loaded)
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var yPos = 60;
xmlLength = xmlDoc.firstChild.childNodes;


for( i=0; i < xmlLength.length; i++ )
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xmlThumb = xmlDoc.firstChild.childNodes[i];
imagePath = xmlThumb.attributes.thumbURL;

targetClip.duplicateMovieClip(i, i);

loadMovie(imagePath,[i]);
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}
}
this.cmpThumbs.setScrollContent(targetClip);
this.cmpThumbs.refreshPane();
}

------------------------------

I think the problem can be that the duplicate movie clips are being named; 0, 1, 2, 3, 4, 5, etc. I thought that by setting 'targetClip' to the scroll content would send the duplicate movie clips into the pane, but it does not.

On my stage, I have;

1. Empty movie clip. Instance; 'targetClip'.
2. Scrollpane. Instance; 'cmpThumbs'.

When my movie is created, I am having a look at the objects created;

Movie Clip: Frame=1 Target="_level0.targetClip"
Movie Clip: Frame=1 Target="_level0.0"
Shape:
Movie Clip: Frame=1 Target="_level0.1"
Shape:
Movie Clip: Frame=1 Target="_level0.2"
Shape:
Movie Clip: Frame=1 Target="_level0.3"
Shape:
Movie Clip: Frame=1 Target="_level0.4"
Shape:
Movie Clip: Frame=1 Target="_level0.5"
Shape:

(FYI; I created the movies like this for my on Release function to connect to the appropriate child node to get the full size picture)

So, I thought that when you duplicate a movie, that I could pull in 'targetClip' into the scrollpane. But it's not. I can see my
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Whoever can get this for me, I'll give you a cookie.

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I'm using the onMouseWheel function to scroll the content which is all held in 'clip_mc' on my page. BUT, I'd also like to have this content easing out of it's motion if that's at all possible.

Is there anything that can be added to the following or to clip_mc to do this?


Code:

mouseListener:Object = new Object();
mouseListener.onMouseWheel = function(delta) {
clip_mc._y += delta;
}
Mouse.addListener(mouseListener);
I've searched forum after forum and only found one thing similar here at kirupa.com, but it deals with rotation. I can't fathom how to get it working on the _y axis. Any help or heads up on where to look would be greatly appreciated.

Thanks in advance. :]

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Scrollpane. Oh....the Pain
Okay. After combing over the many examples of using the scrollpane, I am needing assistance in something I am working on.

The basic idea;

I am loading jpg thumbnails from an XML document into a scrollpane.

Next, I am taking these thumbnails and giving them on Release functionality.

Finally, I am displaying the large picture after the thumbnail has been clicked.

Everything works as intended. EXCEPT, the problem is loading the thumbnails into the scrollpane. Here's the code I have so far;

----------------------------
_global.picxml = new XML();
picxml.ignoreWhite = true;

picxml.onLoad = function(success)
{
if (success) {
parseXmlDoc(this);
}
else trace('xml screw up!');
};

picxml.load("pics.xml");

function parseXmlDoc(xmlDoc)
{
if (xmlDoc.loaded)
{
var yPos = 60;
xmlLength = xmlDoc.firstChild.childNodes;


for( i=0; i < xmlLength.length; i++ )
{

xmlThumb = xmlDoc.firstChild.childNodes[i];
imagePath = xmlThumb.attributes.thumbURL;

targetClip.duplicateMovieClip(i, i);

loadMovie(imagePath,[i]);
this[i]._y = this[i]._y + (i*yPos);

}
}
this.cmpThumbs.setScrollContent(targetClip);
this.cmpThumbs.refreshPane();
}

------------------------------

I think the problem can be that the duplicate movie clips are being named; 0, 1, 2, 3, 4, 5, etc. I thought that by setting 'targetClip' to the scroll content would send the duplicate movie clips into the pane, but it does not.

On my stage, I have;

1. Empty movie clip. Instance; 'targetClip'.
2. Scrollpane. Instance; 'cmpThumbs'.

When my movie is created, I am having a look at the objects created;

Movie Clip: Frame=1 Target="_level0.targetClip"
Movie Clip: Frame=1 Target="_level0.0"
Shape:
Movie Clip: Frame=1 Target="_level0.1"
Shape:
Movie Clip: Frame=1 Target="_level0.2"
Shape:
Movie Clip: Frame=1 Target="_level0.3"
Shape:
Movie Clip: Frame=1 Target="_level0.4"
Shape:
Movie Clip: Frame=1 Target="_level0.5"
Shape:

(FYI; I created the movies like this for my on Release function to connect to the appropriate child node to get the full size picture)

So, I thought that when you duplicate a movie, that I could pull in 'targetClip' into the scrollpane. But it's not. I can see my
thumbnails, but they float above the scrollpane.

Please...help a fellow flasher out. Any assistance would be appreciated. Thanks.

Whoever can get this for me, I'll give you a cookie.

View Replies !    View Related
Preloader Pain
ok, would i be right in assuming that the reusable preloader tutorial is not able to be tested offline? whenever i try and test it offline (as in by using flash mx 04's bandwidth tester) it refuses to work i am assuming coz the file is already written to disk. however when i test it using an online (as in hosted on a website somewhere) file it works like a dream. please say this is a the case and that i haven't just stuffed something up....

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hi

i am trying to use an if statment with the mouse location.

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onClipEvent (enterFrame) {
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On the ship MC:



onClipEvent (load) {
xspeed = 0;
left = /boundary:_x-(/boundary:_width/2);
right = /boundary:_x+(/boundary:_width/2);
friction = 0;

}
onClipEvent (keyDown) {
if (Key.getCode() == Key.RIGHT) {
xspeed++;
}
}
onClipEvent (keyDown) {
if (Key.getCode() == Key.LEFT) {
xspeed--;
}
}
onClipEvent (enterFrame) {

xspeed *= 4;
_x += Number(xspeed);
if (_x<left) {
xspeed = xspeed+8;
} else {
if (_x>right) {
xspeed = xspeed-8;
} else {
xspeed *= friction;
}
}
}




and on the blob MC (called enemy):

onClipEvent (load) {
xspeed = 6;
yspeed = 6;
left = /boundary:_x-(/boundary:_width/2);
right = /boundary:_x+(/boundary:_width/2);
top = /boundary:_y-(/boundary:_height/2);
bottom = /boundary:_y+(/boundary:_height/2);
}
onClipEvent (enterFrame) {
shipleft = /ship:_x-(/ship:_width/2);
shipright = /ship:_x+(/ship:_width/2);
shiptop = /ship:_y-(/ship:_height/2);
shipbottom = /ship:_y+(/ship:_height/2);
_x += Number(xspeed);
if (_x<left || _x>right) {
xspeed = -xspeed;
yspeed += 3;
}
_y += Number(yspeed);
if (_y<top || _y>bottom) {
yspeed = -yspeed;
xspeed += 3;
}

// This is the part that isn't working


if (_x>shipleft) {
if (_x<shipright) {
if (_y>shiptop) {
if (_y<shipbottom) {
play ();
}
}
}
}

// not working until here

}


The non working part is in the Blob MC (i think) with the comments around it. I also have a MC called boundaries that limits where the ship and blob can go but that part is working fine. Could anybody please help??? Thanx a bundle.

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