_level1 GetBytesLoaded/getBytesTotal.. Help
Does anybody know how can I make my preloader.. if I want to load music from _leverl1 ?setProperty("_parent.load_bar", _xscale, ((_level1.getBytesLoaded()/_level1.getBytesTotal())*100)); //this script doesn't work for me Thanks..
KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 10-20-2004, 05:31 PM
View Complete Forum Thread with Replies
See Related Forum Messages: Follow the Links Below to View Complete Thread
_level1 GetBytesLoaded/getBytesTotal.. Help
Does anybody know how can I make my preloader.. if I want to load music from _leverl1 ?
setProperty("_parent.load_bar", _xscale, ((_level1.getBytesLoaded()/_level1.getBytesTotal())*100));
//this script doesn't work for me
Thanks..
Preload For _level1 Returns No GetBytesLoaded
The fallowing preload does not work and I don't know why
on frame 1 : button gotoplay(2)
on frame 2 : movieclip loadBar and a textfield called loadText and with the
fallowing AS :
loadMovieNum("1.JPG", 1);
bytes_loaded = Math.round(_level1.getBytesLoaded());
bytes_total = Math.round(_level1.getBytesTotal());
getPercent = bytes_loaded/bytes_total;
this.loadBar._width = getPercent*100;
this.loadText = Math.round(getPercent*100)+"%";
if (bytes_loaded == bytes_total) {
_level1._x = 400;
_level1._y = 150;
this.gotoAndstop(4);
}
///////////////////////////////////////
on frame 3 : gotoplay(3)
on frame 4 : statique text "Image loaded" with stop
problem : there is no bytes counting . loadText and loadBar do not work. the
script says that the condition if (bytes_loaded == bytes_total) on frame
enter is true so it immediately jumps to this.gotoAndstop(4); altough
the 700ko JPG is not loaded yet
I think that (_level1.getBytesLoaded() ) is no the command tu use to refer
to the image 1.JPEG loaded with loadMovieNum("1.JPG", 1);
Can someone help me?
Preload For _level1 Returns No GetBytesLoaded
The fallowing preload does not work and I don't know why
on frame 1 : button gotoplay(2)
on frame 2 : movieclip loadBar and a textfield called loadText and with the
fallowing AS :
loadMovieNum("1.JPG", 1);
bytes_loaded = Math.round(_level1.getBytesLoaded());
bytes_total = Math.round(_level1.getBytesTotal());
getPercent = bytes_loaded/bytes_total;
this.loadBar._width = getPercent*100;
this.loadText = Math.round(getPercent*100)+"%";
if (bytes_loaded == bytes_total) {
_level1._x = 400;
_level1._y = 150;
this.gotoAndstop(4);
}
///////////////////////////////////////
on frame 3 : gotoplay(3)
on frame 4 : statique text "Image loaded" with stop
problem : there is no bytes counting . loadText and loadBar do not work. the
script says that the condition if (bytes_loaded == bytes_total) on frame
enter is true so it immediately jumps to this.gotoAndstop(4); altough
the 700ko JPG is not loaded yet
I think that (_level1.getBytesLoaded() ) is no the command tu use to refer
to the image 1.JPEG loaded with loadMovieNum("1.JPG", 1);
Can someone help me?
Help - GetBytesTotal() And GetBytesLoaded()
hi,
i wonder if anybody can help me,
i have a movie clip called "imgholder" which is on the stage of a movie called main.swf.
I am using "imgholder" to load external .swf files.
This is fine, however when i try to use flash5's new object style code,
e.g. imgholder.loadmovie("test.swf")
Or
loaded = imgholder.getBytesLoaded();
it doesn't work.
At the moment i am using:
loadMovie ("test.swf", "imgholder");
and
test = getProperty("imgholder", _framesloaded);
to achieve the above.
I have also tried using _root.imgholder.getBytesLoaded();
to no avail. should i be using levels?
Thanks in advance,Ben.
Mac GetBytesLoaded() And GetBytesTotal()
in my flash app i have the block:
Code:
if(_root.main_mc.loader_mc.getBytesLoaded() == _root.main_mc.loader_mc.getBytesTotal())
{
...
}
works fine on a pc. i don't think mac supports getBytesLoaded() and getBytesTotal(); i've had some buggy problems in the past with it on a mac. is this true? any way around it?
thanks
Getbytesloaded/getbytestotal ?
I have a few problems with getbytesloaded/getbytestotal.
offline, when I try to trace their value from an object (on stage) in witch I loaded a JPG they both give me the same value. (usually 18 and then around 44 thousands...)
then online I can't trace their value but flash seems to react as if they are both equal. which makes it impossible to make a loader, because
getbytesloaded/getbytestotal always returns 1.
anyway here's how I'm trying to do this.
on 1st frame I got:
content.loadMovie("files/" + _root.selected +".jpg");
then on the 3rd frame:
bl = content.getBytesLoaded();
bt = content.getBytesTotal();
if (bt != bl) {
bar._xscale = bt/bl;
gotoAndPlay(2);
} else {
content._visible = true;
play()
}
thanks..
How To Use GetBytesLoaded And GetBytesTotal
Hey, can anyone help me get this section of code to work? What I am trying to do should be pretty self explanitory . . .
Code:
function swf(clip){
loadMovie("box.swf",clip)
bytesLoad = getBytesLoaded();
totalBytes = getBytesTotal();
if (bytesLoad = totalBytes) {
fadout = setInterval(fade,30,this);
}
trace("function swf is working");
}
GetBytesLoaded() == .getBytesTotal
Hi Forum,
I want to have two preload scenes, pre_load1 scene checks
if (_root.getBytesLoaded() == _root.getBytesTotal())
{
_root.gotoAndPlay("Main", 1);// skip pre_load2 scene and play Main scene
}
If not go to pre_load2 scene and download.
Reason is for repeat visitors so they dont have to view preload again. cheers P
GetBytesLoaded() / GetBytesTotal()
Hello there... I have a small problem with getBytesLoaded() / getBytesTotal() for use with a preloader. I know how to make a preloaded, but ive decided to make a preloader on a specific level that will be loaded into the embedded swf.
so the preloader is accessed by _level200
this works fine. I can use getBytesLoaded() / getBytesTotal() to find out how much is loaded.
example:
Code:
myLoader.myKBs.text = _level0.getBytesLoaded() add "kb/" add _level0.getBytesTotal() add "kb";
//OR use it to get to level the loader is inside
myLoader.myKBs.text = this.getBytesLoaded() add "kb/" add this.getBytesTotal() add "kb";
but the second i try any level BUT "_level0" or "this" then I just get undefined!!! Any ideas? Btw, I KNOW the other levels are there because they are showing up in the embedded file.
thanks guys/gals
GetBytesTotal & GetBytesLoaded?
Hi
I want to load a picture from outside my site and get the size info of that file.
But when I use getBytesTotal & getBytesLoaded it's only return 0 byte.
Code:
...
newImg_mc.loadMovie("http://www.helpexamples.com/flash/images/image1.jpg");
...
trace(newImg_mc.getBytesTotal());
trace(newImg_mc.getBytesLoaded());
...
I want to know the filesize of a file outside my site.
And to be able to see the downloaded bytes.
please someone!
/Stenberg
GetBytesLoaded() & GetBytesTotal()
Say I have 2 files (file a, file b) and I want to use file a to load file b (in a blank movie clip symbol). The problem is that file b has a preloader that uses _root.getBytesLoaded() & _root.getBytesTotal() in it.
These values, however, return the size of 'file a', what should I put in place of _.root (which is in 'file b') so that it returns the size of 'file b' even if I load it from somewhere else?
Thanks
GetBytesloaded && GetBytesTotal Undefined
I'm loading an external swf on a button release. Since the external swf was small I initially didn't have a preload check. The first time the button is clicked the swf doesn't load, but the on the second click the swf would load and play.
I tried using basic tests with _framesloaded and even tried a comparison with (getBytesloaded & getBytesTotal). If all cases , _framesloaded and getBytesloaded & getBytesTotal return "undefined" and the swf loaded only have the second click.
Any ideas.
Lisa
GetBytesLoaded()/getBytesTotal() = Headache
Got a flash piece at http://www.lake.k12.fl.us/makearipple.asp that pops it in a new window.
Problem is, preloader shows up on some machines, not others.
Real frustrating. Because it will show up, say, on a p4 2+ GHZ machine as well as a 128 MB Ram AMD older machine, but won't show up on similar machines running same software, browser and players.
I'd rather use getBytesLoaded vs ifFrameLoaded -- site is a bunch'a mcs that play when buttons are activated, etc. getBytesLoaded is more accurate than ifFrameLoaded in this case.
Also, want preloader to load dynamically, which, as I said above, it does in most cases. It's the times that it chugs along before jumping strait in to the main movie that's got me all frustrated.
Any suggestions are appreciated.
I've tried multiple variations.
Here's preloader code:
----------------------------------
stop();
myInterval = setInterval(preloader, 10);
if (getBytesLoaded() == getBytesTotal()) {
nextScene();
}
function preloader() {
if (getBytesLoaded()>=getBytesTotal()) {
play();
clearInterval(myInterval);
}
myTextField.text=(Math.round(getBytesLoaded()/getBytesTotal())*100)+"% loaded";
progressBar._xscale=(getBytesLoaded()/getBytesTotal())*100;
mask._xscale=(getBytesLoaded()/getBytesTotal())*100;
mask._yscale=(getBytesLoaded()/getBytesTotal())*100;
ripple._xscale=(getBytesLoaded()/getBytesTotal())*250;
ripple._yscale=(getBytesLoaded()/getBytesTotal())*250;
ripple._alpha=(getBytesLoaded()/getBytesTotal())*50;
ripText._alpha=(getBytesLoaded()/getBytesTotal())*100;
}
----------------------------------
Thanks,
Andy
GetBytesLoaded Returns GetBytesTotal...
Okay what I am trying to do should be pretty simple... I've done it quite a few times before but I'm getting nowhere this time. Here's my setup.
I have a main swf that simply is used to load other swfs as links are clicked. Now two different swfs are always loaded at the same time. One is a banner that contains the menu which is never unloaded. And the other is the content swf that is changed as the links are clicked.
Here's the setup: It's not as optimized as it could be because I've been messing it up continuously trying to find the problem.
Code:
//SNIPPET: this is in the banner.
if (loading) {
loading = _root.checkLoading();
if (!loading) {
turnOn();
}
}
//SNIPPET:this is in the main swf
function checkLoading() {
var rbool:Boolean = true;
var loaded:Number = content.getBytesLoaded();
var total:Number = content.getBytesTotal();
lbar.lbar._xscale = loaded/total*100;
lbar.perc = loaded;
if (total == loaded && total > 1) {
rbool = false;
}
return rbool;
}
//SNIPPET: Last here's the setup for content which is also in the banner
if (_root.chg == "2d") {
loadMovie("2dViewer.swf", _root.content);
} else if (_root.chg == "3d") {
loadMovie("3dViewer.swf", _root.content);
} else if (_root.chg == "web") {
loadMovie("webViewer.swf", _root.content);
} else if (_root.chg == "contact") {
loadMovie("contact.swf", _root.content);
} else if (_root.chg == "about") {
loadMovie("about.swf", _root.content);
} else if (_root.chg == "home") {
loadMovie("main.swf", _root.content);
}
Okay now here's my problem. content.getBytesLoaded() returns the same as content.getBytesTotal(). And no it's not 0... it's a large amount of bytes that I am assuming is the actual Total. And it's not loaded yet either, one of the swfs is about 2.5 megs and says it is loaded but it's not even close...
Am I doing something stupid? Probably... if you can help me that would be awesome! In the mean time... I'll scratch my brain some more...
GetBytesLoaded And GetBytesTotal Isnt Getting
Hi! Im going crazy! It seems no matter how I try to get the bytes loaded and total, its not getting them. Im loading a picture into a holder. The swf loads into the holder fine, but the preloader isnt working because the bytes loaded and total are always 0. Here's the code Im referring to...
function load_pic(myLoad, myNum:Number)
{
//this loads the picture into backpics
_root.mc_backpics["img" + myNum].loadMovie(myLoad);
//this is what I cant get working. myLoad isnt referencing the file I think
total = myLoad.getBytesTotal();
loaded = myLoad.getBytesLoaded();
percent = int(loaded/total*100);
and here's how I call it...
var myPage = 1;
load_pic("backpics/pic" + [myPage] + ".swf", myPage);
Thanks!
Rich
MovieClip.getBytesLoaded() And GetBytesTotal() == 0?
For some reason when I load a movie clip these functions always seem to return 0 to me. Does this mean that it loads the movie with the LoadMovie method from the cache memory which makes that value 0? Even then I'd think it would still display that number.
I load it like this in a frame:
LSL=loadingScreen.getBytesLoaded();
LSL shows 0 as a value when I do Debug - List Variables when testing it. It's the same for LST=loadingScreen.getBytesTotal();
Btw I load the MovieClip like this and in the next frame I update those LSL and LST variables:
_root.createEmptyMovieClip("loadingScreen",2);
_root.loadingScreen.loadMovie("LoadingScreen1.swf");
Of course those both values being 0 will always end up in this if statement to fail:
if(LSL<LST){
gotoAndPlay(1);
}
Suggestions to let these methods return the correct values are appreciated a lot.
GetBytesLoaded Showing As GetBytesTotal About 50% Of The Time. Help.
I am loading a sound file and have a loop that continually checks getBytesLoaded and compares it to getBytesTotal.
unfortunately the getBytesLoaded is returning getBytesTotal about 50% of the time and then it doesn't download the file at all.
I have stripped it down to the bare bones just checking getBytes Loaded and can't figure out why this is happening.
I am loading the sound off of a button click and if I click the button 5 or 6 times it usually kicks in and starts showing getBytesLoaded but that is not really acceptable. The funny thing is sometimes it goes on the first click. Can anyone give me any hints.
My guess is it has something to do with the large file size and my slow internet connection but then many other people will have a similarly slow conntection.
Problem With GetBytesLoaded And GetBytesTotal With A SendAndLoad
I can't get it work. It's loading fine, but I can't find a way of retrieving the informations. I would like to do a preloader, so I need the getBytesLoaded and getBytesTotal
here is the code I have done :
Code:
stop();
var sendData:XML = new XML();
var replyXML:XML = new XML();
checkProgress = function() {
var lvBytesLoaded:Number = replyXML.getBytesLoaded();
var lvBytesTotal:Number = replyXML.getBytesTotal();
trace("Loaded "+Math.floor(lvBytesLoaded/lvBytesTotal)*100);
};
replyXML.onLoad = function(success:Boolean) {
clearInterval(intervalID);
if (success) {
trace(replyXML.getBytesLoaded()+" Bytes sent.");
} else {
trace("error");
}
};
sendData.sendAndLoad("http://127.0.0.1/RandomThoughtsHandler.ashx", replyXML);
var intervalID:Number = setInterval(checkProgress, 100, replyXML);
GetBytesTotal() And GetBytesLoaded() Not Working When Loading Jpg File Into MC...hlp
Using MX, anyone see a problem with getBytesLoaded() and getBytesTotla() not being returned correctly using this code? Does not work for me. movBirdContainer is just an empty mc with 1 empty frame.
Code:
movBirdContainer.createEmptyMovieClip("movBird", 1);
movBirdContainer.movBird.loadMovie("./image.jpg");
onEnterFrame = function()
{
// Preloader code
var nLoaded = Math.round(movBirdContainer.movBird.getBytesLoaded() / 1024);
var nTotal = Math.round(movBirdContainer.movBird.getBytesTotal() / 1024);
trace("total bytes loaded is: " + nLoaded);
trace("total bytes is: " + nTotal);
trace("percent loaded is: " + Math.round((nLoaded / nTotal) * 100));
}
Sound.duration Continues To Increase After GetBytesLoaded()==getBytesTotal()?
Try this:
ActionScript Code:
var s = new Sound();
s.loadSound('sound.mp3',true);
onEnterFrame = function(){
var a = s.duration+" : "+s.getBytesLoaded()+" / "+s.getBytesTotal();
}
Have sound.mp3 or whatever in the same dir as the fla. Test movie, and simulate download. Notice that the Sound.duration continues to steadily increase even after getBytesLoaded()==getBytesTotal()! Example:
45166 : 201558 / 201584
45322 : 201584 / 201584 // done loading bytes
45558 : 201584 / 201584 // duration increasing??
45793 : 201584 / 201584 // still increasing?! and continues for a long time
I was trying to extrapolate the duration of the mp3, since Sound.duration only returns milliseconds of audio downloaded when loadSound stream is set to true(like above). I got so close, but fear I'm stuck. The discrepancy created by this is as long as 10 seconds, which is not acceptable. I am probably going to have to settle for a nasty alternative, like creating id3 tags(ug) or manually enter all the timestamps into XML. If any gurus have any last ideas, I'm all ears.
GetBytesLoaded() And GetBytesTotal() Return Nothing When Loading Content From Another Domain
I have created a movie that loads various media using loadMovie() and then in many cases performs actions on the newly loaded MCs once the loading is complete. I'm relying on getBytesLoaded and getBytesTotal to know when to run these actions.
This works just fine when the content is on the same server as the movie, but I also need to load content from another domain and this is where it falls apart. The media is actually loading just fine into the target MCs, but the functions that should be running when loading is complete never do. The problem is that getBytesLoaded() and getBytesTotal() both return nothing when the content is loaded from another domain.
I'm stuck with loadMovie and the getBytesLoaded/getBytesTotal check as this movie must be published for Flash Player 6, but I have actually tried using loadClip() and onLoadInit() and I get the same problem - onLoadInit() never runs.
Another weird thing is that testing by previewing in flash doesn't show this problem - the content loads fine and getBytesLoaded and getBytesTotal both return values as expected. It's only when I publish the movie and view in a browser that I have this problem.
Where am I going wrong?
Thanks!
_level1.lalalalalalalalala Is That Right Can I Do _level1.lala... ?
hi, im making a super dooper game. There is a movie clip on the root time line (called santa_turret). in this movie clip there is a second movie clip (pudding) in this movie clip i want to make the santaturret movie clip go to frame label "safe" but i forgot the actionscript for it *doh!*...
is it something like
on pressss....
_level1.santa_turret
gotoandplay "safe"
thanks alot for your time and help
James
GetBytesLoaded() Or Math.round(getBytesLoaded())
hi have a problem with my preloader it is in scene1 and when it loads it goes to scene2 it works fine on my computer but when i upload it to the web it doesn't work right the preloader bar shows up allready loaded can any body help me, here is the script i'am using:
ActionScript Code:
total_bytes=_root.getBytesTotal();
loaded_bytes=_root.getBytesLoaded();
remaining_bytes= total_bytes - loaded_bytes;
percent_done=int((loaded_bytes/total_bytes)*100);
bar.gotoAndStop(percent_done);
ifFrameLoaded("main",11){
gotoAndPlay("main",1);
}
_level1 Won't Go To _x & _y On Startup...
As the title suggests, I can't seem to place the movie clip in _level1 on startup.
onClipEvent (load)
{
this.loadMovie("movie.swf",1);
_level1.instance._x=150;
}
this only seems to work if I place it in the enterFrame event. As though the movie isn't quite loaded by the time I set its properties...
I tried onClipEvent(load)... but it doesn't seem to work either...
I don't suppose there is a way to tell if the movie is loaded or an efficient way of placing an instance of another movie on startup?
thanks...
Move Over _level1
Seeing if there is something I am doing wrong here...
the parent movie loads up a movie and tries to move the instance over to position it!
onClipEvent(load)
{
this.loadMovie("movie.swf",1);
_level1.thing._x=100;
}
nothing happens... the object remains in the center of the screen. This is because (from what I can tell), the movie is not quite loaded when the action script tries to move it. So I tried:
onClipEvent(load)
{
this.loadMovie("movie.swf",1);
}
onClipEvent(data)
{
_level1.thing._x=100;
}
No Joy! then I tried:
onClipEvent(load)
{
this.loadMovie("movie.swf",1);
}
onClipEvent(enterFrame)
{
_level1.thing._x=100;
}
This obviously worked because it is repositionned EVERY time we Enter the Frame. (I am trying to avoid this since I have many things to place...). So I try this:
onClipEvent(load)
{
this.loadMovie("movie.swf",1);
objectPlaced=false;
}
onClipEvent(enterFrame)
{
if{!objectPlaced)
{
_level1.thing._x=100;
}
}
Still no luck... anytime I try to position it in a "one-time" manner, it doesn't see it...
I've also tried SET, setProperty to change _x...
I need to find a way to wait till the movie is well loaded;
- the _framesLoaded method isn't usefull since there is only one frame in the movie;
- loops (FOR & WHILE) seem to stop every thing else that is happening until the loop is complete.
In the end... all I want is:
-As the parent movie is loaded, it loads item A and places it HERE, loads item B, places it HERE... and so on... all the ITEMS are seperate movies since they are called for different reasons...
Hopefully someone has come across this one before...
I also noticed there are many posts regarding the same issue...
Thank you for your time...
Attatchsound In _level1
let me explain how my movies are setup
_level0 is the website interface etc
_level1 is the bground sound, user preferance automatic volume control and mute.
to give the best control on volume and to fade the music out on mute i have attatched the sound using Action Script.
Works great in _level0 but like i mentioned above i want to have it in _level1 so it can load in its own time without the user having to wait.
the libaryID is mymusic if i put the music clip in the _level1 libary with the correct ID it dont work however if i put the music in the _level0 libary with the correct libaryID it does work even though its being controled from a higher level?
How can i get the attatchSound("mymusic"); to locate the sound clip from _level1's libary and not _level0??
Thanks in advance.
Danny
AttachSound In _level1 ? How?
I want my text on the current object to be spoken by a voice. but to save those with slow connections the loading bar, i decided to put those sounds into external swf movies and load them after the screen finished loading, so that people with fast modems DO get those files and people with slow just see the text (unless they wait for the sound to finish loading)
so: i have a bunch of external movies and got those sounds identified with the linkage field, so that i can use the attachSound
now i have a problem of targeting. how do i have to write that attachSound order? because these sounds arent in the _root library, how do i acces the library of the loaded Movie? (f.e. in _level1) ?
where do i have to initialize the new Sound()?
_root._level1
if i use the code "_root._level1" in a loaded swf, will this reference the main timeline of the said loaded swf after it is loaded in the main movie?
thank you.
>>> _level1.gotoAndPlay(10); <<<
Hi!
i load a movie on level 1...
from level0 i've to bring the movie on level 1 on the frame 20 in the movie clip "mc" thet it's on the root....
how could i do???
thanX
CreateTextField And _level1
Does anyone know why createTextField in _level1 doesn't seem to work?
I have 2 movies. 1 is the main timeline and the other movie is loaded in level1. If I play the movie with the createTextField by itself it's fine, but when I load the movie with createTextField in level1 the createTextField doesn't work.
OnSoundComplete From _level1
Hi All,
I have a main movie (_root) which loads an external swf file on level1.
The external swf file plays an external mp3 via a soundObject.
When the track ends I want my buttons to reset in the main movie.
I am trying to achieve this with the onSoundComplete command:
myMusic.onSoundComplete = function() {
_root.container.au_MC2.bplay1.gotoAndStop(5);
_root.container.au_MC2.bplay1.enabled = true;
_root.container.au_MC2.bplay1.useHandCursor = true;
_root.container.au_MC2.stop1._visible = false;
I've put this code in the external swf (which is loaded in level1)
Bit it isn't working!?
_level1 or _parent instead of _root isn't working either.
Can anyone help me out..please?
Attaching MC To _level1
Hi Guys,
I want to attach my movie clip to _level1
my code is as follows:
var a:Number = Stage.width/2;
var b:Number = Stage.height/2;
function attach (){
this.attachMovie("hitarea","hitarea_mc",10,{_x:a,_ y:b});
}
hit_mc.onRelease = function(){
attach();
}
I thought _level1.attachMovie(etc,etc); would work .. but it doesnt. Can anyone point me in the right way? Thanks!!
_level1.newsupdate
I'm using the follwing script to load an external .txt file into a scrolling box:
loadVariablesNum("http://www.robertdipietro.com/text/news_update.txt","");
For some reason the box loads "_level1.newsupdate" instead of the actual text on the document.
The variable is named "newsupdate".
Strange this is, it worked for a minute then *poof*, it stopped working.
Any help would be appreciated.
-dn
Playing Mc In _level1
how do i play from a labeled frame in a labeled mc in _level1? im trying to play in _level1 in the 'content' mc from the 'transitionout' frame.
right now i have
on (release) {
_level1.section="weddings";
_level1.content.gotoandplay("transitionout")
}
any help would be great!
thanks!
austin
Controlling _level1
Obviously missing the point here, but am trying to load and control a movie to _level1 with the code below. The movie is loading fine, but the gotoAndPlay part is not working. Would appreciate help with this one:
on (release) {
loadMovieNum("navigation.swf", 1);
_level1.gotoAndStop("company");
}
Thanks.
Dabush.
TextFields & _level0 Vs. _level1
Hi,
I have a dynamic text field in my _level0 .swf. I load another .swf onto _level1 and I want it to contain the present value of the same variable on _level0. Is this possible? If so, how?
Here is my variable and paths:
Level #0:
Variable _level0.orderform.grandtotal = 59.85
Level #1:
Variable _level1.orderform.grandtotal = 0
So, when the _level1 .swf loads, I want grandtotal value in the text field to be 59.95.
Much Thanks!
Rick
Movie Won't Work On _Level1?
Hi,
I'm working on a shopping cart and need variables on _level0 to be updatable on _Level1. My shopping cart code works on _Level0, but when I load it on _Level1, it doesn't.
Basically, I need to be able to have a series of variables stored +/or presented dynamically on three levels of my movie. Here's the code for one drag and drop cart element:
on (press) {
startDrag ("/orn1");
tellTarget ("/orn1fader") {
nextFrame ();
}
}
on (release, releaseOutside) {
stopDrag ();
if (getProperty("/orn1", _droptarget) eq "/cart") {
/orderform:quantity1 = Number(/orderform:quantity1)+1;
/orderform:total1 = /orderform:quantity1*15;
setProperty ("/orn1", _visible, "0");
trace ("/orn1 droptarget eq /cart!");
tellTarget ("/orn1fader") {
play ();
}
} else {
setProperty ("/orn1", _x, /rn1_x);
setProperty ("/orn1", _y, /rn1_y);
tellTarget ("/orn1fader") {
gotoAndStop (1);
}
}
}
Please help!
Thx,
Rick
How To Assign Vars To _level1 ?
Hi all
how to assign variables to _level1 for example
I have to send my vars to perl but
the recipient received all variables in my swf
how to debug this help please
Help: Load MovieNum And _level1._x = ? Help...
hi! thanx for stopping by! i have one question... i am making a homepage and it is divided into subdivision (i.e. profile, picture, and etc). i made all of into separate swf files (i.e. profile.swf, picture.swf, and etc) and i decided to to attach them all together onto one main template. i used the following code to attach all the swf files (i.e. picture.swf) to the main template on DIFFERENT LEVELS...
loadMovieNum("xxxx.swf",x[level])
my question is... how do i adjust the _x and _y values of the swf files attached on different levels? at this point all of swf files overlap each other... i tried the code _level._x to move the swf file but obviously that doesnt work... i dont know how to give the swf files an instance name to target them. any replies are greatly appreciated. thanx
Updating _root From _level1?
I am going insane. You can update the level0 from an externally loaded level1 correct? I have a boolean variable called fontsLoaded on the root level which equals false, when the swf is loaded ontop of level0 (root) the boolean value should be updated to true via the code on a MC:
onClipEvent(enterFrame) { _root.fontsLoaded = true; }
Ive tried everything including buttons to get this external swf to update vars on the root level but nothing works. Please someone tell me what I am doing wrong, im positive ive got something like this to work before.
Thanks in advance,
-Acid
Playing _root.MC From _level1
I cant get a movie clip on _level0 to play from _level1. Is there some kind of trick to doing this I dont know about? I had to make a variable global just so I could update it in the same way. I dont understand why _root.MC.play(); (calling from a button inside a movie clip on _level1) would not work. Please advise.
TIA
-Acid
|