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Access Components Residing After First Frame



Hi,

In my movie Im attaching a movieClip named FX that has a comboBox on the 5th frame.

At the beginning of my movie I attach the FX movieClip.

My problem is that I cant attach an event listener to the combo box because it is not in the first frame;

How can I "instansiate" or get a reference to the combo box even though its not on the first frame?

I also have other components on the 10th and 15th frame which all need event listeners

Thanks

dub


ActionScript Code:
ar FX:Object=getDefinitionByName("FX") as Class;Container.addChild(FX)this.EQCombo=fx.EQCombo;            this.EQCombo.addEventListener(Event.CHANGE,changeEQType);



ActionScript.org Forums > ActionScript Forums Group > ActionScript 3.0
Posted on: 03-12-2008, 12:55 PM


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Hi all,

I'm new in flash and I would like to get a feedback about how accessing the components (like a Label component) included in a button Symbol. The situation is the following:

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Variables Residing In Loaded Movies
Hello,

I'm trying to use a container movie to load another movie, and I can't seem to access the same variables after the movie is loaded as the container has access to (I thought I would be able to).

Here is a sample of what I'm trying to do:
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Targeting SWF Files Residing In 2 Different HTML Frames
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Unchecking Export In First Frame For Components Does Not Reduce Frame 1 Size
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Javascript Button Makes Residing Window Blank W/{object}
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Code:
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Hello,

I have just encountered something very strange in flash 8. I was so sure this would work, but I guess not... or am I just missing something here?

My timeline looks like this (I shall attempt some asci art here, as I can’t seem to attach an image :P):

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At frame 16, is some code (which is actually in a function, but from testing, it doesn't really matter):
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Attach Code

// just here to show how my class is setup (what I meant by “attached”)
class TimerClip extends MovieClip {

public function TimerClip(){
}

public function startTimer(inputTime:Number){
// some implementation here
}
}

























Edited: 09/08/2007 at 10:25:45 PM by Some1Won

AS3: How To Access Object That's Only On One Frame Of A MovieClip
Hello,

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Many Thanks
S

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Dan

Access Movie Clip's Frame Names
Hello all,

Hope this is not a repeated topic, if it is sorry in advanced. I'd like to known if there is any way to access (using actionscript) the frame names given in a movie clip that is then inserted to the main timeline. In other words access a movie clip symbol's frame names from the main timeline. If anyone knows any other more elegant way I'm open to suggestion, I just really don't like using things like mcInstance.gotoAndPlay(_global.var)

Thanks in advance

How Do You Access A Frame Label From A Loaded Movieclip?
Not much else to say, here is my code, so far:

//addEventListener(MouseEvent.MOUSE_DOWN, mousePress);
addEventListener(MouseEvent.MOUSE_UP, mouseRelease);
var file;
var framesArray:Array = new Array;
var loader:Loader;
var selectedFile;
var instanceName;
var concatName;

function mouseRelease(event:MouseEvent):void{
fileOpener();
}

function fileOpener() {
var imageTypes:FileFilter = new FileFilter("(*.swf)", "*.swf;");
var allTypes:Array = new Array(imageTypes);
var fileRef:FileReference = new FileReference();
fileRef.browse(allTypes);
file = fileRef;
fileRef.addEventListener(Event.SELECT, selectHandler);
}

function selectHandler(event:Event):void {
selectedFile = file.name;
loader = new Loader();
loader.load(new URLRequest(selectedFile));
loader.contentLoaderInfo.addEventListener(Event.CO MPLETE,contentComplete);
myLoader.addChild(loader);
}

function contentComplete(event:Event):void {
/* instanceName = selectedFile;
concatName = instanceName.substr(0,instanceName.indexOf("."));
loader.name = concatName;
var labels:Array = myLoader.currentLabels;
for (var i:uint = 0; i < labels.length; i++) {
var label:FrameLabel = labels[i];
trace("frame " + label.frame + ": " + label.name);
}
//displayFrames();*/
}

function displayFrames() {
}

Access On A Frame A Class Instance Variable
I have the following class:


Code:
class KeyboardTester extends MovieClip {

var output:TextField;
var keyboard:OnScreenKeyboard;
var text:String;
var frameCounter:Number;

function KeyboardTester() {

//Create a keyboard and position it on the stage
keyboard = OnScreenKeyboard.place(this);
keyboard._y = Math.ceil( output._y + output._height )+1;
keyboard._x = 1;

//Start listen for what the user types
//Listener for EVENT_OUTPUT instead of EVENT_KEYPRESSED,
//EVENT_KEYPRESSED would return us things like notification of when
//the left shift key is pressed, which we don't care about
keyboard.addListener(OnScreenKeyboard.EVENT_OUTPUT,this);

//Reset this timer. We use it to create a blinking cursor
frameCounter = 0;
//User html text so we can create our blinking cursor effect
output.html = true;

//Reset the text the user has typed
text = "";

//Refresh the stage
repaint();
}

/**
*
* This class is called by the onscreen keyboard whenever a user types
* output of interest.
*
*/
function receiveOutput(evnt:Object):Void {

//Handle backspace input
if (evnt.data == "backspace") {
text = text.substring(0,text.length-1);
//Append any standard input
} else {
text += evnt.data;
}
repaint();
}


function repaint(Void):Void {
//Simulate a cursor by alternating the font color of a pipe at the end
var interval:Number = 10;
if (frameCounter % interval > interval/2) {
output.htmlText = text+"<font color='#ffffff'>|</font>";
} else {
output.htmlText = text+"|";
}
output.scroll = output.maxscroll-1;
}

/**
*
* Repaint to make a blinking cursor
*
*/
function onEnterFrame(Void):Void {
frameCounter++;
repaint();
}

}
Could anyone tell me how to access on a frame the variable output, so as to take the typed value in a textfield from an on-screen keyboard and search an xml file?
Thanks apriori.

Getting Data Components To Export On Frame 3
Finally went to ColdFusion and some data connectivity. Installed the Data Connection Wizard and DataGrid Column Editor and whatever else was there already for data/web services. I'm trying to get my standard preloader to work:

1) Import the Standard Components FLA from External library into my main file, making sure Export in first frame is off.
2) In Publish settings set all classes to be exported in frame 3.
3) Have a 3 frame preloader than jumps to Scene 3 (the main movie) when done.
4) Scene 2 stores all the crap so it's available (i.e., the big fat components in use in the movie).

But now that I've added all these data components, there doesn't seem to be a way to get them to export properly to frame 3, so I am stuck loading all my classes on frame 1, which makes preloading useless, because by the time it starts even registering, it's already done, i.e., no user feedback for a long time than bang, there you go...if you've not moved on thinking the site has crashed LOL.

Specifically, I need to get this thing to work with all the data classes happening in frame 3, by following my steps above as far as preloader and scenes and AS publish settings goes:

http://www.adobe.com/devnet/coldfusion/articles/guestbook_print.html

I'm lost, I don't see any way to add uncompiled clips or anything like that...you can't select off export in frame one with these data components...

Any suggestions?

Shawn

Access On A Frame The Output Text From An On-screen Keyboard
I have the following class:

Code:

class KeyboardTester extends MovieClip {

var output:TextField;
var keyboard:OnScreenKeyboard;
var text:String;
var frameCounter:Number;

function KeyboardTester() {

//Create a keyboard and position it on the stage
keyboard = OnScreenKeyboard.place(this);
keyboard._y = Math.ceil( output._y + output._height )+1;
keyboard._x = 1;

//Start listen for what the user types
//Listener for EVENT_OUTPUT instead of EVENT_KEYPRESSED,
//EVENT_KEYPRESSED would return us things like notification of when
//the left shift key is pressed, which we don't care about
keyboard.addListener(OnScreenKeyboard.EVENT_OUTPUT,this);

//Reset this timer. We use it to create a blinking cursor
frameCounter = 0;
//User html text so we can create our blinking cursor effect
output.html = true;

//Reset the text the user has typed
text = "";

//Refresh the stage
repaint();
}

/**
*
* This class is called by the onscreen keyboard whenever a user types
* output of interest.
*
*/
function receiveOutput(evnt:Object):Void {

//Handle backspace input
if (evnt.data == "backspace") {
text = text.substring(0,text.length-1);
//Append any standard input
} else {
text += evnt.data;
}
repaint();
}


function repaint(Void):Void {
//Simulate a cursor by alternating the font color of a pipe at the end
var interval:Number = 10;
if (frameCounter % interval > interval/2) {
output.htmlText = text+"<font color='#ffffff'>|</font>";
} else {
output.htmlText = text+"|";
}
output.scroll = output.maxscroll-1;
}

/**
*
* Repaint to make a blinking cursor
*
*/
function onEnterFrame(Void):Void {
frameCounter++;
repaint();
}

}Could anyone tell me how to access on a frame the variable output, so as to take the typed value in a textfield from an on-screen keyboard and search an xml file?
Thanks apriori.
Could anyone tell me how to access on a frame the output text of the above class, so as to take the typed value in a textfield from an on-screen keyboard and search an xml file?
Thanks apriori.

Document Class Access Of Button On A Specific Frame
I have a button that exists on a certain frame in my flash movie. I'm getting a null reference error when I try to compile the movie. Here's what the trace window reports:

onConnect1 running! chatService has connected.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at MethodInfo-289()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at net.flashmog::FlashMOGService/socketConnectHandler()


The code is attached.







Attach Code

package {
import fl.controls.TextArea;
import flash.display.MovieClip;
import flash.events.*
import flash.text.TextField;
import net.flashmog.FlashMOGService;

/**
* A simple chat application.
*/
public class ChatExample extends MovieClip {
private var lastErrorMessage:String = '';
private var chatService:FlashMOGService;

public function ChatExample() {
this.stop();
chatService = new FlashMOGService('11.22.33.44', 1234, 'chatService');
configureListeners();
chatService.connect();
}

private function configureListeners():void {
chatService.addEventListener(Event.CONNECT, onConnect1);
function onConnect1(evt:Event):void {
trace('onConnect1 running! chatService has connected.');
gotoAndStop('username');


function submitClick(evt:MouseEvent) {
if (usernameText.length > 0) {
usernameStatusText.text = "Registering username with server...";
chatService.server.registerUsername(usernameText.text);
} else {
usernameStatusText.text = "You must enter a name!";
}
}
submitButton.addEventListener(MouseEvent.CLICK, submitClick);

} // onConnect
} // configureListeners
} // class ChatExample
} // package

Access Function On Root Frame From Movie Clip?
Hi,

I'm trying to have my movie clip call a function in my root timeline frame 1, but I'm not sure how to or even if this is the best way to do this.

I have a function that shuffles trivia questions then randomly shows one for 10 seconds, then the answer for 5 seconds. Then I want it to shuffle again and display another question/answer etc...

So I added an addEventListener(Event.ENTER_FRAME) to the last frame of my movie clip, but I'm not sure how to make it go back to the main timeline and play again.

Thanks for your help.

Tony

Export Classes Frame - Display Obj Access Issues
Hi! Well, briefly (fla attached):
- there's a movie clip in the stage (box)
- box has some code like this inside:


Code:
stop();

var holder:Sprite = new Sprite();
holder.mask = masker;
addChild(holder);
From the stage main timeline, frame 5, there's a command like this:


Code:
trace(box);
trace(box.holder);
it traces:


Code:
"[object box_1]"
"[object Sprite]"
THE PROBLEM:

as soon as I set the export classes frame to something different form 1 (for ex. 4), the trace actions traces this:


Code:
"[object MovieClip]"
"undefined"
So, THE QUESTIONS:

- Why are the trace different?
- How can I reference box.holder from the stage main timeline when I export classes to a frame different from 1?

Please help!

Access On A Frame The Output Text From An On-screen Keyboard
I have the following class:

Code:

class KeyboardTester extends MovieClip {

var output:TextField;
var keyboard:OnScreenKeyboard;
var text:String;
var frameCounter:Number;

function KeyboardTester() {

//Create a keyboard and position it on the stage
keyboard = OnScreenKeyboard.place(this);
keyboard._y = Math.ceil( output._y + output._height )+1;
keyboard._x = 1;

//Start listen for what the user types
//Listener for EVENT_OUTPUT instead of EVENT_KEYPRESSED,
//EVENT_KEYPRESSED would return us things like notification of when
//the left shift key is pressed, which we don't care about
keyboard.addListener(OnScreenKeyboard.EVENT_OUTPUT,this);

//Reset this timer. We use it to create a blinking cursor
frameCounter = 0;
//User html text so we can create our blinking cursor effect
output.html = true;

//Reset the text the user has typed
text = "";

//Refresh the stage
repaint();
}

/**
*
* This class is called by the onscreen keyboard whenever a user types
* output of interest.
*
*/
function receiveOutput(evnt:Object):Void {

//Handle backspace input
if (evnt.data == "backspace") {
text = text.substring(0,text.length-1);
//Append any standard input
} else {
text += evnt.data;
}
repaint();
}


function repaint(Void):Void {
//Simulate a cursor by alternating the font color of a pipe at the end
var interval:Number = 10;
if (frameCounter % interval > interval/2) {
output.htmlText = text+"<font color='#ffffff'>|</font>";
} else {
output.htmlText = text+"|";
}
output.scroll = output.maxscroll-1;
}

/**
*
* Repaint to make a blinking cursor
*
*/
function onEnterFrame(Void):Void {
frameCounter++;
repaint();
}

}
Could anyone tell me how to access on a frame the output text of the above class, so as to take the typed value in a textfield from an on-screen keyboard and search an xml file?
Thanks apriori.

Preloading, Movieclips&Components Exported On First Frame
Hi,

How to preload a flash movie which has movie clips and components loading on first frame?

All my movie clips are dynamic and I had to chek in the Export in first frame option. Components in default are exported to the first frame.

Help me out
Kirthi

Components, Calling Frame Label From ComboBox
Are you allowed to post urls to other forums on here?
Because I have seen a post on another forum that is
similar, but it didn't solve my problem.

How do you call a Frame Label from a ComboBox (Component)?

Tried this:
"Drag your combo box onto the stage and give it an instance name.. ill be calling mine 'combo'.
Add the values to the label array.
In the 'change Handler' parameter... type 'gotoFunc'.

On the frame that the combo box sits on... we're going to declare a function which is called whenever a selection is made:


CODE

gotoFunc = function(){
mc.gotoAndStop(combo.getValue())
}

This function runs when the selection is made and tells the 'mc' movieclip to gotoAndStop at the frame with the same label as the selection made.

hope this helps.. "

But it doesn't work...

Any ideas?

Thanks in advance.

From Jack

Loading Components With Changed Export Frame..
Hello

I want to export my classes to frame 2, instead of frame 1, due to better preloader function. But when I do this, I can't use my textInput components. Shouldn't they work anyway? I have all my library items that I need to export to actionscript on frame 2, allso because of better preloader function, and they all work but not the inputText component. Why is this?




regards, henxon

Components And Preloader : Export Class On Frame 2
Hello,
I was looking for a way to display a preloader that start from 0%.. I have a basic preloader working on 3 frames on a 1st scene, going to the 2nd scene when done loading.. Well that works but it doesn't start at 0%. So i tried the "publish on frame2" trick, but the components i use aren't loaded if i do that...
So is there a way to display a good preloader that starts at 0% with a movie that contains components??

Thanks..

Loading Components With Changed Export Frame..
Hello

I want to export my classes to frame 2, instead of frame 1, due to better preloader function. But when I do this, I can't use my textInput components. Shouldn't they work anyway? I have all my library items that I need to export to actionscript on frame 2, allso because of better preloader function, and they all work but not the inputText component. Why is this?




regards, henxon

PRELOADER .FLA When Components And/or Export On First Frame (Linkage)
Ok! A lot of you have discovered that when using components and or exporting stuff on the first frame (Linkage), most preloaders, although they still work, won't show up but very late in the preloading process.

One workaround is to create a new preloading movie, which sole purpose in life is to load your present movie, in which the present preloader should be removed.

It's very simple and basic. Once you get it working for you, you can easily modify the displayed elements (loading bar, text dislays, etc...), but outside of replacing the name used in this script ("content.swf"), with the name of your file, you shouldn't modify the rest of it, unless you're really sure of what you're doing.

Also make sure that you reset the stage size of this .fla to match the size of your present movie, and set the same framerate that you used in your movie.

Here's what it looks like:

http://odin.prohosting.com/~oldnew/preload5.htm

And you can download it here:

http://odin.prohosting.com/~oldnew/myloader3.zip

You'll have to hit a second link in the middle of the page to continue downloading the zip package.

If that doesn't work, you can try:

http://odin.prohosting.com/~oldnew/myloader3.fla

Enjoy!


Regards,



Scenes Used To Program - No Route Made To Access A Frame Label.
This the movie explorer screen of the 5 SCENES in the app.

1) Is it OK to program different sections of game using scenes like so or would it be better to use forms.
2) "gameinit" - no route is mentioned as if all scenes know that gameinit is on the JUEGO scene. I thought you would have to get to it ie: _root.juego. etc


presenta_etc
Actions for boton_start
on (press) {
gotoAndPlay("gameInit");
}
juego
nextL
Actions for Frame 120
gotoAndPlay("gameInit");
done
Actions for boton_start
on (press) {
gotoAndPlay("gameInit");
}
gameover
Actions for boton_start
on (press) {
gotoAndPlay("gameInit");
}

Components Turn Invisible If Classes Are Exported In Frame 2
This isn't a question, but I've seen a couple of questions about this, so I thought I'd mention something I've just found:

If you go into Publish Settings, and set the Export Frame for classes to be something other than 1, then components seem to disappear.

I set my export frame to 2, since my preloader is in frame 1, and I thought this would speed things up. I haven't seen any increase in speed, but it did cause my text boxes, buttons and a list box to become invisible. Setting the export frame back to 1 made everything look and work properly again.

Flash is different, isn't it?

Use FCS Components In Flash MX 2004. Components Already Installed. Help
Hi,

I have Flash communication server 1.5 insatlled and Flash MX 2004 too. When I create new fla file and want to use Flash components, I don't find them to use. I dont see any panel etc to use them. Some one tell me how to list the components to add them in my Flash fla file please

Thanks

[f8] Array Access Notation To Access A MC Within A MC?
Hi,
can one access the contents of a movieclip - that contains another mc - using Array Access notation??

I am loading a bunch of similar (ie, based on the same template) external swfs individually on level0 on the main timeline. because there are many swfs, i want to control the button/mcs in those external swfs from the main timeline. i have a different number of buttons in each swf, and each button goes to a different label. so i am trying to figure how to dettermine the name of the loaded swf, in order to get to the buttons inside that swf...

I was thinking to name each label the same name as the corresponding button object name. and each button/label name be derived from the name of the containing swf... I could put the name of the swf in a variable, and use it as a gotoAndStop() argument...,

i can provide code, but i'm lost and it's gotten messy...

Any ideas GReatly appreciated.

Removing Components From The Components Panel
This seems like a stupid question, but I can't seem to get my old components out of my Components panel!

I put some custom made components, just for a try, into the folder

C:Program FilesMacromediaFlash MX 2004enFirst RunComponents,

found them in the Components Panel, but wanted to get rid of them immediately. Deleted the components from the folder, but they don't seem to disappear from the panel! I have no idea where they come from, since I should not have them even on my hard disk anymore!

Cheers!

Flash Components Vs. Flex Components
I know almost nothing about Flex. Just wanted to establish that at the outset.

A client sent me an API component - an swc file - to use in a project I'm doing. I installed it in my Flash folders, but it didn't show up in the Components panel when I launched Flash. When I queried the client about it, he said that it was actually a Flex component.

My question is, what's the difference between a Component written for Flex and one written for Flash ? Can a Flex component be adapted for use in Flash ? In that what I received is a .swc, I'm assuming it has to have been written in ActionScript.

Any help would be hugely appreciated. Many thanks.

CS3 Missing Components Or How To Use Flex 2 Components In CS3
Does anyone have a good resource for how to use Flex2 components in CS3?
I found an install that said it would install Flex2 components in CS3, but all it added waas the UIMovieClip for packaging Flash MC in swc's for Flex.

Right now I am specifically trying to solve the missing dateField component in CS3.

But I would like to find out if anyone has found a good resource for alternatives to all missing components in CS3.
I'm hoping the answer is not to build them from scratch.

Thanks,

Hunter

Components Inside Components (Flash 8)
Hi,

I have an Accordion component which needs to contain a number of small forms, each of which is built as a MovieClip containing TextInput, Button, ComboBox, etc.

So, I build my little forms in Flash, make them into MovieClips, give them a linkage identifier and assign them the AS2 class "mx.core.View", as the documentation says.

Then I use ActionScript to attach these to my Accordion control, using my_accordion.createChild(). OK, fine. Works nicely.

The problem is that in the next few lines of code I also want to be able to populate the TextInput and ComboBox components which reside inside my accordion. I can't do it. Trying to do so fails silently. Tracing out the path to the Components shows that they are "there", but if i put some content into, say, one of the TextInputs up-front (i.e. in the Properties panel inside Flash) and then try to trace... my_acc.my_form.my_textInput.text... i get undefined.

So, it looks like the components inside the form inside the Accordion aren't yet "initialised" when I am trying to get/set their values. I've seen similar behaviour before, but it's not clear in the documentation how to get around it.

Anyone help? What is the correct way to use components inside components like this? I don't want to have to call a second function or put any code on the timeline or anything like that!

Many thanks,

Andy

Components Inside Components (Flash 8)
Hi,

I have an Accordion component which needs to contain a number of small forms, each of which is built as a MovieClip containing TextInput, Button, ComboBox, etc.

So, I build my little forms in Flash, make them into MovieClips, give them a linkage identifier and assign them the AS2 class "mx.core.View", as the documentation says.

Then I use ActionScript to attach these to my Accordion control, using my_accordion.createChild(). OK, fine. Works nicely.

The problem is that in the next few lines of code I also want to be able to populate the TextInput and ComboBox components which reside inside my accordion. I can't do it. Trying to do so fails silently. Tracing out the path to the Components shows that they are "there", but if i put some content into, say, one of the TextInputs up-front (i.e. in the Properties panel inside Flash) and then try to trace... my_acc.my_form.my_textInput.text... i get undefined.

So, it looks like the components inside the form inside the Accordion aren't yet "initialised" when I am trying to get/set their values. I've seen similar behaviour before, but it's not clear in the documentation how to get around it.

Anyone help? What is the correct way to use components inside components like this? I don't want to have to call a second function or put any code on the timeline or anything like that!

Many thanks,

Andy

Flash Components Vs. Flex Components
I know almost nothing about Flex. Just wanted to establish that at the outset.

A client sent me an API component - an swc file - to use in a project I'm doing. I installed it in my Flash folders, but it didn't show up in the Components panel when I launched Flash. When I queried the client about it, he said that it was actually a Flex component.

My question is, what's the difference between a Component written for Flex and one written for Flash ? Can a Flex component be adapted for use in Flash ? In that what I received is a .swc, I'm assuming it has to have been written in ActionScript.

Any help would be hugely appreciated. Many thanks.

Communication Components Do Not Appear In Components Panel
Hi! I've installed Flash MX and Flash Media Server. I would like to use the communication components in flash MX however, I can not see it in my communication components panel in flash MX. I've already added the communication components.fla to my ---Flash MX/First Run/Components directory under the
Macromedia Flash MX installation directory and updated the ASC files
in my /scriptlib/ directory.. But after adding this, only four components (audio conference, av presence, chat and connection light) appeared in my component panel. I need to use other components but its not available. What should I do? Any help will be appreciated.Textcommunication components

Add On To Using New Built Components Or For Building Components?
My version of Flash won't even let me use components created by other people... Is there a plug-in or an add-on that I have to get to use components that didn't come with Flash? Is there something else I need to get to build my own components? If so.. Where can I get it? Is there a homepage I may purshase it from? Where? How much?

[Q] Disabling Parent's Button Access For Child's Button Access
Hi All,

Havent been to the forum in a long time due to an enduring school term
now that I have gotten back into it, I got into a slight problem

How do I disable the parent's onRelease attributes so that I can allow the child's onRelease function to run . It is a menuSystem where the parent shows first then the subMenu mc are attached to the main Menu.

I tried mc.enabled = false, but this disables the child button actions as well
I tried mc.onRelease = null; which doesnt seem to work
I tried delete this.onRelease BUT maybe cause of syntatical errors, theres no response

Thanks all

Previous Frame Overlay..... Frame By Frame By Frame By Frame By Frame By.....
Hello there.

I am trying to create a small animation just as a little bit of fun. I would like to do it frame by frame.

I have a simple question to ask about frame by frame animation.

When drawing frame by frame, you would usually have a transparent overlay that you can compare with the next frame. Is there a way to do this in flash without having to copy the previous keyframe into a new keyframe on a new layer?

Thanks Emdiesse

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