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Class Name Conflict In [as2]



I have been getting the following error:

**Error** C:mainDirgameasgeneric_classesBank.as: Line 5: The name of this class, 'Bank', conflicts with the name of another class that was loaded, 'Bank'.
class Bank{

sometimes repeated for every single class, and somtimes just a few classes. I would assume this error would be issued when two .as files with the same name and defining the same class were put in the classpath, but this is not the case.

I thought maybe flash was somehow caching the class and then next time the movie was published there were two instances of the class, but restarting flash dosn't help.

any ideas??



Ultrashock Forums > Flash > ActionScript
Posted on: 2003-11-17


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Linkage Class / Base Class Conflict?
I'm trying to create Flash components for Flex. Part of that is linking the library entry for a movie clip to the class definition of it. In this case, it's a simple blue square that I'm trying to link to view.BlueSquare which extends mx.core.UIMovieClip. It finds the class successfully, but I am unable to close the dialog box because I get an alert warning me that the base class will not be used as I click the OK button. The only way I am able to close the dialog box is if I do not enter the name of an existing class file in the "Class" field. This is very frustrating... what am I doing wrong?

Class Name Conflict
I keep running into an error message like: "The name of this class, 'MyClass' conflicts with the name of another class that was loaded, 'MyClass'".

All of my classes have unique names so I don't know why I keep getting this message. There is also only one instance of the class. The only way I can get rid of the error is to restart the machine or change the class name. I've been seeing this error a lot recently with different classes. It seems to always happen with the last class that I have made a change to.

Class Name Conflict Problem, Please Help...
I'm writing two classes, probably more latter on, which will interact with each other.
The following is the simplified version of my problem:

in First.as:
class First
{
var A:Second;
}

in Second.as
class Second
{
var B:First;
}

when I "compile" the code above, error message: **Error** <path>First.as: Line 2: The name of this class, 'First', conflicts with the name of another class that was loaded, 'First'.

Please help~!!
The above problem can be solved by not typing the class name after :, but I want to use the instanceof operator, so the class name needed to appear inside another class...

[AS 2.0] Class Conflict Compile Error?
Hello,

Currently, I'm experimenting with the new ActionScript 2.0 in Flash MX 2004. After creating my own class (named 'Locale') (by following the Flash Help), I get the following error:

--------------------------------------------------------------------
**Error** <My_Path>Locale.as: Line 1:

The name of this class, 'Locale', conflicts with the name of another class that was loaded, 'Locale'.
class Locale {

Total ActionScript Errors: 1 Reported Errors: 1
--------------------------------------------------------------------

The funny thing about this error that it just 'happens' randomly. While playing with comments at the top of the .as file it suddenly works (without touching the 'real' code) .

I'm sure the syntax is correct (the editor says that aswell, after clicking on the 'check syntax'-button).

Anyone an idea what this error means or how to prevent this from happening? (I already tried renaming the Class to different names -> doesn't help)

Thanks,

Alex

Class Name Conflict (MX 2004/actionscript 2.0)
I'm using a custom class in a flash MX Professional 2004 script and I run into this error message:

**Error** C:My DocumentsCustom_ClassesmyPreloaderClass.as: Line 1: The name of this class, 'myPreloaderClass', conflicts with the name of another class that was loaded, 'myPreloaderClass'.
class myPreloaderClass {

The FLA's class path points to just one directory "C:My DocumentsCustom_Classes" The directory contains myPreloaderClass.as and no other files. myPreloaderClass.as defines only that one class. Where does Flash find this other class by the same name? If I move myPreloaderClass.as out of the proper directory, Flash gives me an error message saying it can't find myPreloaderClass, so I guess there are no hidden copies of the file

can anyone help me out?

Please Help W/(expletive) Class Conflict Errors
I don't have anything loaded except for these two classes that I am trying to debug. It's driving me insane and I could really use some help:

Here are the errors I keep getting:





**Error** C:Documents and SettingsJaseDesktopmenuBar.as: Line 1: The name of this class, 'menuBar', conflicts with the name of another class that was loaded, 'menuBar'.
class menuBar extends MovieClip {

Total ActionScript Errors: 1 Reported Errors: 1

and then





**Error** C:Documents and SettingsJaseDesktopmouseSentry.as: Line 1: The name of this class, 'mouseSentry', conflicts with the name of another class that was loaded, 'mouseSentry'.
class mouseSentry {
Total ActionScript Errors: 1 Reported Errors: 1

What on earth is going on. This is so ridiculous. I renamed the (insert expletive here) classes and still have the same errors.

Any help would be greatly appreciated.

Jase

InfoObject Conflict Or Status Conflict?
I have a video player that shows a 'buffering video' image while the video is loading. I've added code to have it randomly select a different video to play at the end of the first one, and this causes the video buffer image to always show. If I move the buffer code down, the buffer will work, but the same video will play instead of loading a new one. I think this is a conflict with my ns.onStatus pieces; can someone assist me here?

Thanks in advance.

Here is the relevant code:

// Create the net connection
var nc:NetConnection = new NetConnection();
nc.connect(null);

// Create the net stream
var ns:NetStream = new NetStream(nc);

// Attach net stream to the video object
theVideo.attachVideo(ns);

// Play random video on load
filename = ["video1.flv", "video2.flv", "video3.flv", "video4.flv"];
path = "

XML Conflict, Or Level Conflict?
First, to get a brief visual of my conflict: shadow flash design Click on Action Script and either advanced or intermediate. Now, all the files load fine and give a preview in the right side window. All but the SinWave files. These are the only files used, thus far, with a call to the _root in some manner. That's all that seperates them from the others.


Here is the basic XML used for the sequences:

ActionScript Code:
///////////////////////////////
//set variable XML to parse
///////////////////////////////
function Advanced(){
    ActionScripts = new XML();
    ActionScripts.load("./XML/Advanced.xml");
    ActionScripts.ignoreWhite = true;
    ActionScripts.onLoad = findScripts;
    findScripts();
}
function Intermediate(){
    ActionScripts = new XML();
    ActionScripts.load("./XML/Intermediate.xml");
    ActionScripts.ignoreWhite = true;
    ActionScripts.onLoad = findScripts;
    findScripts();
}
function Beginner(){
    ActionScripts = new XML();
    ActionScripts.load("./XML/Beginner.xml");
    ActionScripts.ignoreWhite = true;
    ActionScripts.onLoad = findScripts;
    findScripts();
}
//////////////////////////////////
//search the XML files
/////////////////////////////////
function findScripts() {
        node_item = ActionScripts.firstChild;
        var curr_item;
        MenuItems = node_item.childNodes;
        XMLindex = MenuItems.length;
        for (var i=0; i<XMLindex; i++) {
            curr_item = MenuItems.attributes.Scripts;
            _root.Content.LTest.addItem(MenuItems[i].attributes.Name);
            //and sort them in ascending order
            _root.Content.LTest.sortItemsBy("label", "ASC");
           
        }
//reset var "i" for further use
i = 0;
}

///////////////////////////////////////////////////////////
//begin functions for boxes
///////////////////////////////////////////////////////////

function ChooseXML(){
if(_root.Content.Ctest.getValue() == "Advanced"){   
_root.Content.LTest.removeAll();
Advanced()
}
if(_root.Content.Ctest.getValue() == "Intermediate"){   
_root.Content.LTest.removeAll();
Intermediate()
}
if(_root.Content.Ctest.getValue() == "Beginner"){   
_root.Content.LTest.removeAll();
Beginner()
}
}

////////////////////////////////////////
//Define the on(release) for the listbox
///////////////////////////////////////
function listBox(){
    i=0;
    _root.Content.btnFLA._visible = true;
    while(_root.Content.LTest.getValue() !== MenuItems[i].attributes.Name){
     i++;
        if(_root.Content.LTest.getValue() == MenuItems[i].attributes.Name){
            var trial;
            trial = MenuItems[i].attributes.Scripts;
            LocUrl =  MenuItems[i].attributes.loc;
            break;
            }
            else{
                continue;
            }
    }
           
    //_root.Content.ScriptBox.text = trial;  //MenuItems[i].attributes.Scripts;
    if(MenuItems[i].attributes.Name == "Not Available"){
        _root.Content.btnFLA._visible = false;
    _root.Content.ScriptBox.text = "There are no items available.  Check back, as we may be updating our database."    
    }
    if(MenuItems[i].attributes.Name == ""){
        _root.Content.btnFLA._visible = false;
        _root.Content.ScriptBox.text = "";
    }
    else{
////////////////////////////////////////////////////////
//Begin setting the data to aprpriate areas on the stage
////////////////////////////////////////////////////////
    //set text box for script with content
    loadVariables(trial,_root);
    //create function for the fla button
    _root.Content.btnFLA.onPress = function (){
    getURL(LocUrl + ".fla","_self");
    }
    _root.Content.mc_Clip.loadMovie(LocUrl + ".swf");
    //reset "i" to 0
    i = 0;
    }
}
/////////////////////////
//call handle functions
/////////////////////////
_root.Content.LTest.setChangeHandler("listBox");
_root.Content.Ctest.setChangeHandler("ChooseXML");




////////////////////////////////////////////
//Start setting appearance of boxes
////////////////////////////////////////////
function lBoxAppearance(){
//_root.Content.LTest.backgroundColor = 0xFEFFD9;
_root.Content.LTest.setStyleProperty("shadow", 0x000000);
_root.Content.LTest.setStyleProperty("background", 0xC6D6E3);
_root.Content.LTest.setStyleProperty("darkshadow", 0x565A74);
_root.Content.LTest.setStyleProperty("highlight3D", 0x000000);
_root.Content.LTest.setStyleProperty("selection", 0x2FE2FB);
_root.Content.LTest.setStyleProperty("arrow",0xFFFFFF);
_root.Content.LTest.setStyleProperty("textSelected", 0x000000);
_root.Content.LTest.setStyleProperty("scrollTrack", 0xFFFFFF);
_root.Content.LTest.setStyleProperty("highlight", 0x000000);
_root.Content.LTest.setStyleProperty("face", 0x5885B1);
_root.Content.LTest.setStyleProperty("textSize", 10);
}

function SelBoxAppearance(){
//_root.Content.Ctest.backgroundColor = 0xFEFFD9;
_root.Content.Ctest.setStyleProperty("shadow", 0x000000);
_root.Content.Ctest.setStyleProperty("background", 0xC6D6E3);
_root.Content.Ctest.setStyleProperty("darkshadow", 0x565A74);
_root.Content.Ctest.setStyleProperty("highlight3D", 0x000000);
_root.Content.Ctest.setStyleProperty("selection", 0x2FE2FB);
_root.Content.Ctest.setStyleProperty("arrow", 0xFFFFFF);
_root.Content.Ctest.setStyleProperty("textSelected", 0x000000);
_root.Content.Ctest.setStyleProperty("scrollTrack", 0xFFFFFF);
_root.Content.Ctest.setStyleProperty("highlight", 0x000000);
_root.Content.Ctest.setStyleProperty("face", 0x5885B1);
_root.Content.Ctest.setStyleProperty("textBold", true);
_root.Content.Ctest.setStyleProperty("textAlign", "center");
}
/////////////////////////
//call appearance change
/////////////////////////
lBoxAppearance();
SelBoxAppearance();

The actual xml code is even simpler:

HTML Code:
<?xml version="1.0"?>

<menu Difficulty="Intermediate">

<Link Name="" Scripts="null" loc="null"/>

<Link Name="Text Typing" Scripts="./SourceCode/TypeingText.txt" loc="http://www.shadowflashdesign.com/FLAsource/TypeingText"/>

<Link Name="Preloader 01" Scripts="./SourceCode/Preload1.txt" loc="http://www.shadowflashdesign.com/FLAsource/Preload1"/>

<Link Name="Shape Easing" Scripts="./SourceCode/EasingBasic.txt" loc="http://www.shadowflashdesign.com/FLAsource/EasingBasic"/>

<Link Name="Sin Wave 01" Scripts="./SourceCode/SinWave01.txt" loc="http://www.shadowflashdesign.com/FLAsource/SinWave01"/>


</menu>
Pretty simple to follow, I hope. Now, in order to load the SinWave01, SinWave02 the above should work effectively. As we have seen, it does not.

The SinWave code in actionscript is upon a couple of levels(movieclips):

The First movie clip carries the following:

ActionScript Code:
onClipEvent (load) {
    var numberToDuplicate = 760;
    // variables for the sine wave calculation
    var amplitude = 22;
    var period = 15;
    var phaseShift = 10;
    //distance to move along the x axis
    var incrementSpace = 2;
    // color of the Square
    var squareColor = new Color(square);
    squareColor.setRGB(0x3366FF);
    //duplicate Squares
    for (var i = 0; i<numberToDuplicate; i++) {
        Square.duplicateMovieClip("sq"+i, i);
        var clipName = this["sq"+i];
        clipName.position = i;
        clipName._x = i*incrementSpace;
        // calculate the y-position
        clipName._y = -amplitude*Math.sin(_root.Deg2Rad*(period*i+phaseShift));
    }
    Square._visible = true;
}

Within that movie clip is another with this code:

ActionScript Code:
onClipEvent (load) {
    //calculate shading
    var myDegree = (_parent.period*position+_parent.phaseShift)%360;
    if (myDegree>=0 && myDegree<180) {
        _alpha = myDegree*_root.alphaChange;
    } else {
        _alpha = (360-myDegree)*_root.alphaChange;
    }
}
onClipEvent (enterFrame) {
    // increment position on the sine wave
    position++;
    // move object over on x axis
    _x += _parent.incrementSpace;
    // Check if off the stage on right, move clip to far left of stage
    if (_x>Stage.width) {
        _x -= _parent.numberToDuplicate*_parent.incrementSpace;
        position -= _parent.numberToDuplicate;
    }
    // calculate new y position
    _y = -_parent.amplitude*Math.sin(_root.Deg2Rad*(_parent.period*position+_parent.phaseShift));
}

And, of course, the initial Math variables are set in frame 1 of the _root of the movie:


ActionScript Code:
// conversion from degrees to radians
Deg2Rad = Math.PI/180;
//alpha change based on 1/2 rotation
alphaChange = 100/180;

I've altered the SinWave scripts to give direct pathing to the modular movies in the website, but that doesn't seem to have any effect.

As the scripts will be getting much more complicated in a short period of time, and it is for the benefit of new Action Scriptors, I need help finding the cause of this problem so as to avoid it in the future.

Js / .swf Conflict ?
A bizarre problem.

I have a small, basic flash-animated logo floating in an ilayer. It's the only piece of flash in a run-of-the-mill html/js-based website.

Here's the problem. I'm running a javascript:window.print() command from a small .gif and some text to offer the option to print an .html as shown in an iframe. However, on calling the js command, the .swf flips inside-out and backwards, and outlined with a blue transparent background. This only happens in IE6.

In all honesty, I haven't a clue whether it's a conflict between the js and the .swf, or the layer, or if it has anything to do with the transparent background set for the .swf to blend better with the .html bg.

Has anyone heard of this before? Or maybe if any of you could recommend a solution?

Thanks in advance ;-)

Pop Up Conflict With IE5
This is a fresh thread for trying to resolve the conflict with IE5 (mac) when using centred pop up windows.

My problem is that I have several buttons placed in a movie on the main timeline, that when clicked/released they open a centered pop up window containing a jpeg image. It works like a dream on IE5.2 but for some reason with IE5 when the pop up appears the movie in the main window vanishes and then comes back in small bits when the cursor moves around the window.

I have found a tutorial on the macromedia site

Tutorial for pop up

for using the fs_command to open a centered pop up which DOES work in IE5 (mac) no problem and the main window stays intact when pop up opens.

The only problem is that the tutorial and source file is only for a single button. I need 6 or 7.

Can anyone tell me how I can apply it to several buttons in the same movie??? or tweak the source files to suit and I can edit them. I don't really understand java, so any help would be much appreciated.

Diggz

CSS Conflict
Hi,

We are redesigning our website in Flash but want it to be SEO friendly so we are using the techniques described in this article:

http://blog.deconcept.com/2006/03/13/modern-approach-flash-seo/

The problem with this is that the text version doesnt have a scrollbar due to the requirement to have this in the CSS for flash:

body {
height: 100%;
overflow: hidden;
margin: 0px;
}

#flashcontent {
height: 100%;
}

is there a way around this?

Thanks for your advice

XML Conflict
I have a news ticker and a slideshow each of which pulls from an external xml. Each item works perfectly fine on its own but when published together the slideshow does not want to fucntion properly (e.g. not displaying images, skipping images). Is there a conflict somewhere in AS or in the XML files that I should be aware of. Any help will be greatly appreciated.







Attach Code

*********First XML File******** //this line not in code

function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
caption = [];
url = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
caption[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
url[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
}
first_item();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("http://www.kirupa.com/developer/mx2004/swf/news.xml?blarg="+new Date().getTime());
//
function first_item() {
delay = 1000;
p = 0;
display(p);
p++;
}
function timer() {
myInterval = setInterval(ticker, delay);
function ticker() {
clearInterval(myInterval);
if (p == total) {
p = 0;
}
fadeout();
}
}
function display(pos) {
over = new TextFormat();
over.underline = true;
//
out = new TextFormat();
out.underline = false;
//
newsMC.newsText._alpha = 100;
newsMC.newsText.text = caption[pos];
newsMC.onRelease = function() {
getURL(url[pos], "_self");
};
newsMC.onRollOver = function() {
this.newsText.setTextFormat(over);
};
newsMC.onRollOut = function() {
this.newsText.setTextFormat(out);
};
timer();
}
function fadeout() {
this.onEnterFrame = function() {
if (newsMC.newsText._alpha>=0) {
newsMC.newsText._alpha -= 5;
} else {
display(p);
p++;
delete this.onEnterFrame;
}
};
}






*********Second XML File******** //this

line not in code

function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
description = [];
//
//define link variable
//
link = [];
//
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
description[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
//
//adding links
//
link[i] = xmlNode.childNodes[i].childNodes[2].firstChild.nodeValue;
//
}
firstImage();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("image_and_link.xml");
/////////////////////////////////////
listen = new Object();
listen.onKeyDown = function() {
if (Key.getCode() == Key.LEFT) {
prevImage();
} else if (Key.getCode() == Key.RIGHT) {
nextImage();
}
};
Key.addListener(listen);
previous_btn.onRelease = function() {
prevImage();
};
next_btn.onRelease = function() {
nextImage();
};
/////////////////////////////////////
p = 0;
this.onEnterFrame = function() {
filesize = picture.getBytesTotal();
loaded = picture.getBytesLoaded();
preloader._visible = true;
if (loaded != filesize) {
preloader.preload_bar._xscale = 100*loaded/filesize;
} else {
preloader._visible = false;
if (picture._alpha<100) {
picture._alpha += 10;
}
}
//
//getURL statement
//
picture.onRelease = function() {
getURL(link[p], "_blank");
};
//
};
function nextImage() {
if (p<(total-1)) {
p++;
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[p], 1);
desc_txt.text = description[p];
picture_num();
}
}
}
function prevImage() {
if (p>0) {
p--;
picture._alpha = 0;
picture.loadMovie(image[p], 1);
desc_txt.text = description[p];
picture_num();
}
}
function firstImage() {
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[0], 1);
desc_txt.text = description[0];
picture_num();
}
}
function picture_num() {
current_pos = p+1;
pos_txt.text = current_pos+" / "+total;
}

























Edited: 04/01/2008 at 05:46:45 AM by osadeghi

MC Conflict
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.

MC Conflict
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.

Help Help Key Conflict
I wanna develop an ACT Game Platform, and encounter Key Conflict problem. I use Key.isDown() to judge which key has been pressed. When I press the DOWN and RIGHT together, then it's no use to press any other key. I have subsitute some other keys for DOWN and LEFT, such as S and D, but the result is same.

Who can help me? Any help will be appreciated. Thank you in advance.

Scene Conflict's
Hello Just A Small Problem With my flash!!

I Have 2 scenes in the first scene I have a preloader in layer 2 and a button in layer 1 this preloader is a mouse trail when the button is clicked to enter the next scene the next scene shows, but the mouse trail is still showing and is present for the rest of the movie. I just wanna know how to make it go away.

[Edited by LiMiTeD1 on 08-17-2001 at 09:39 AM]

Scrolling Conflict
'ello...

well, my last post on this had no reply. maybe i picked a bad subject heading? anyway, i'm going to try again...

i have a problem! it's a flash problem!

i have a movie, we'll call it Movie1.

Movie1 contains a scrolling navigation bar, which works fine- responds to the mouse movement.

Movie1 also contains an empty movieclip, we'll call it Holder, into which are loaded content movie .swfs.

BUT! one of these content movies, we'll call it Content1, contains a scrolling textbox for updateable news, loaded in from a separate .txt file.

AND! when Content1 is loaded into the Holder in Movie1, and the scrolling textbox is used i.e the buttons pressed or the scrollbar dragged, the scrolling nav back in Movie1 gets set on one speed and no longer responds to the mouse movements like its supposed to.

this sucks!

i suppose there must be some conflict between the actionscript for the scrolling nav and the scrolling textbox... does anyone out there have any helpful tips to offer me on this one?

come on board, u never failed me b4!
delilah

OnClipEvent Conflict?
Howdy.

I have a pretty complicated movie (or at least for me) that I'm creating for a CD ROM. Part of the movie is a showcase of work in thumbnail view which should send the user to a detail of that item when they click on it.

I have a series of 4 blank movieclips in a row (side by side, thumbnails which do not overlap each other) inside another movieclip which are dynamically loading any one of 32 images depending on the state and value of a few variables. These movieclips also have 'rollover' events on them. Both of these actions are executed on ClipEvents. The first one is on (load) and the 'rollover' is a hit test on (enterFrame). They both work perfectly.

During testing, I had also placed on these 4 movieclips a (mouseUp) clipEvent (all the same, non-specific) which went to a labeled frame which looks something like this:

_level0.gotoAndPlay ("work");

Which also worked fine, but was never intended to be the final click destination (the actual one didn't exist at this time). Now I want to simply remove the old path and change it to direct it to the final location which is:

_level0.topw.work.gotoAndPlay("detail");

and it doesn't work. Not only that, but when I put it on one of the 4 movieclips, it just seemed to go to the old location. Then I tried putting it on all 4 and when I did a 'trace' on the action, it showed that it was executing all 4 (mouseUp) clipEvents at one click. I even tried this with a conditional hit test and got nothing.

It gets worse. When I decided to try putting an invisible button over the whole thumbnail area (after removing the actions on the movieclips) and simply put it on the on (Release) action, also with a trace, it didn't work and the trace returned nothing.

WHAT GIVES??

Tab Order Conflict
I created a tab order script using Selection.getfocus etc. It works perfectly as a movie clip within it's own .fla file. However, once I try to import the form to an already existing movie it ceases to work at all?

Has anyone ever run into this before and if so how did you solve it?

Thanks in advance

Library Conflict
Hi! I have this problem... Iīm doint a multimedia CD presentation, iīm working on the mein file, but ( i donīt know why) i use to make tje movieclips in a new document.. but when i finish the movieclip and i want to drop it in to the main movie, flash says me that there is a Library conflicy and ask me if i want replace the items or if i donīt want to.... itīs the same if i press ok, it change all the simbols with the same name in the movie clip.. hope you understand, thanks for helping me!

Conflict Flash MX And 5
i have installed flash 5 and flash MX but i get some problem in my OS..(windows 98)
When i close the MX i find the sistem default characters differents and bigger, and also if i double click in a file fla is start the flash 5 and not the MX...i dont understain what is happened...

Attachmovie Conflict
I have to types of buttons on my main stage. Button 1 with the code:
on (release) {
main.attachMovie("name", "newname1", 1);
}
button to is placed in an mc and the mc placed on stage. Code used:
on (release) {
main1.attachMovie("name", "newname1", 1);
}
Here the empty mc is placed in the mc where the button is placed in.

If I push the normal button it should unload the content from the other button. I used this code:
on (release) {
_root.main1.newname1.removeMovieClip();
}

How To Have 2 MCs Not Conflict With Eachother?
Okay....here's the scenario:

I have buttonA, buttonB, buttonC which play movieclips MC_A, MC_B, MC_C.

Each of the MCs have a stop point in the middle (it fades in, stops, then fades out when another movie is requested). When you click another movie, the current movie is supposed to fade before the next one begins. But in addition, if one MC is playing and has not reached the stop point, and you choose another movie......

I just don't see how to address this issue. I've got variables and buttons throwing values back and forth and it has turned into one big nightmare. Does anyone have any ideas or know of an example they might be able to suggest? I have a feeling the solution is simple, but it's BEYOND me.

SetFocus/tab Conflict
When I get the setFocus to work correctly, I can no longer tab through my variable fields?

This.onEnterFrame Conflict?
I have a problem with the use of the this.onEnterFrame event. I use this event in two keyframes in two different layers. The first one works perfectly, until the this.onEnterFrame of the subsequent keyframe is loaded. Then, the this.onEnterFrame of the previous keyframe on the other layer stops working. Why is this happening? How can I solve it?

I have attached a screenshot of the timeline, if it helps you have an idea. In advance, I thank you for your help.

RCarlton

Preloader Conflict
hi my movie clip isnt playin as the preloader loads... for instance i used the code:
_parent.stop();
millisecs = setInterval(preloadFunction, 10);
function preloadFunction() {
bytesLoaded = _parent.getBytesLoaded();
bytesTotal = _parent.getBytesLoaded();
percentage = Math.round(bytesLoaded/bytesTotal)*100;
if (bytesLoaded>=bytesTotal) {
_parent.play();
clearInterval(millisecs);
}
progressBar._xscale = percentage
;
}

however... it does not play after the first frame... all i see is the preloader section loaded.. but the movie does not play.. in frame 2... i have a movie clip....... could it be my "_parent.play();" that is the problem? my first frame btw is the preloader...

Scene Conflict
what could be the problem if two scenes play at the same time!?? anyone ever come across this???

Mouseover Conflict
I have a page with whole bunch of buttons in it. one of the buttons will load a external SWF on top of that page. The external SWF also has buttons in it. But the buttons underneath this layer which belog to the main swf are still active. basically the layer on top is transparent and there are mouse over conflict. I thought once a swf is loaded into a main one that covers all of it's area, the underneath layer should not be active anymore.

AS2: Function Name Conflict?
Hi,

I get this error message:

final_show_1:as_scripts:sShow30.as: Line 13: The name of this class, 'as_scripts.sShow30', conflicts with the name of another class that was loaded, 'as_scripts.sShow30'.
class as_scripts.sShow30 {

Total ActionScript Errors: 1 Reported Errors: 1




PHP Code:




class as_scripts.sShow30 {
    //VAR FOR FUNCTION ARGUMENT
    private static var m_empty:MovieClip;
    private static var m_thumb:MovieClip;
    private static var m_thumbut:MovieClip;
    private static var s_movie:String;
    private static var m_pload:MovieClip;
    private static var m_attachLoader:MovieClip;
    private static var m_loaderBar:MovieClip;
    private static var m_nloaderBar:MovieClip;
    private static var m_attachLoadtext:MovieClip;
    private static var m_cliploader:MovieClip;
    private static var m_nclipLoader:MovieClip;
    private static var n_loadedBytes:Number;
    private static var n_totalBytes:Number;
    private static var n_bytes:Number;
    private static var n_percLoaded:Number;
    private static var n_frame:Number;
    //CONSTRUCTOR FUNCTION HERE    
    public function sShow30() {
        _root.createEmptyMovieClip("m_empty", 100);
        _root.m_empty._x = 100;
        _root.m_empty._y = 50;
        _root.createEmptyMovieClip("m_attachLoader", 50);
        _root.createEmptyMovieClip("m_attachLoadtext", 51);
        duplicateMovieClip(_root.m_thumbut,"m_thumb", 60);
        _root.m_thumb._x = 20;
        _root.m_thumb._y = 300;
    }
    public static function loader(s_movie) {
        _root.m_empty.loadMovie(s_movie);
    }
    public static function preload(s_movie) {
        _root.createEmptyMovieClip("m_pload", 55);
        _root.m_pload._x = 1000;
        _root.m_pload._y = 1000;
        _root.m_pload.loadMovie(s_movie);
        _root.onEnterFrame = function(){
            if (_root.m_pload._url != _root._url) {
                n_loadedBytes = _root.m_pload.getBytesLoaded();
                n_totalBytes = _root.m_pload.getBytesTotal();
                _root.m_attachLoader.attachMovie("m_loaderBar", "m_nloaderBar", 52);
                _root.m_attachLoadtext.attachMovie("m_cliploader", "m_nclipLoader", 53);
                _root.m_attachLoader.m_nloaderBar._x = (Stage.width)/2-50;
                _root.m_attachLoader.m_nloaderBar._y = (Stage.height)/2+150;
                _root.m_attachLoadtext.m_nclipLoader._x = (Stage.width)/2-50;
                _root.m_attachLoadtext.m_nclipLoader._y = (Stage.height)/2+175;
                n_bytes = Math.ceil((n_loadedBytes/1024)*1000);
                n_percLoaded = Math.ceil((n_loadedBytes/n_totalBytes)*100);
                _root.m_attachLoadtext.m_nclipLoader.loadBox.text = n_percLoaded+" % loaded";
                n_frame = Math.ceil(n_loadedBytes/(n_totalBytes/100));
                _root.m_attachLoader.m_nloaderBar.gotoAndStop(n_frame);
                if (n_totalBytes>4 && n_loadedBytes>=n_totalBytes) {
                    //removeMovieClip(_root.m_attachLoadtext.m_nclipLoader);
                    //removeMovieClip(_root.m_attachLoader.m_nloaderBar);
                    delete _root.onEnterFrame;
                }
            }
        };
    }
    public static function loadThumb(s_thumb){
        _root.m_thumb.loadMovie(s_thumb);
    }
}







This is in my fla file:

PHP Code:




import as_scripts.*;
var show1 = new  sShow30();
sShow30.loadThumb("thumbs/nail_1.jpg");
_root.m_thumb.onPress = function() {
    sShow30.preload("images/pic_1.jpg");
    sShow30.loader("images/pic_1.jpg");
};







Anybody knows what is going on?

In the beginning when I wrote this script and loaded for the first time there was no problem !?!

Code Conflict With If?
i have a movie with 4 buttons. i have a movieclip with an onload and onenterframe code. when you press one of the buttons, some things happen and at a certain point the clip with the code below is supposed to fade from 0 alpha to 100 alpha. the problem is, that when the conditions are met, the clip, instead of fading from 0 to 100 (it doesn't show at all when i set it to just be alpha 100), seems to just flicker quickly between 0 alpha and maybe a 10 alpha. can anyone see why my code doesn't correctle fade my clip all the way to 100 alpha? thanks...

onClipEvent (load) {
this._alpha = 0;
this._visible = false;
}
onClipEvent (enterFrame) {
a = getProperty (this, _alpha);
if (_root.but=="" && _root.contentBackWidth>=240) {
this._visible = true;
this.gotoAndStop(1);
this._alpha += 10;
if (a >=100) {
setProperty (this, _alpha, "100");
}
} else {
if (_root.but=="2" || _root.but=="3" || _root.but=="4" ) {
this._visible = true;
this._alpha-= 10;
if (a <=0) {
setProperty (this, _alpha, "0");
_root.clipContent = "empty";
this.gotoAndStop(_root.but);
if (_root.contentBackWidth>=240) {
a = getProperty (this, _alpha);
this._alpha += 10;
if (a >=100) {
setProperty (this, _alpha, "100");
}
}
}
}
}
}

On KeyPress Conflict
I have three different functions on my main timeline and three submit buttons to call each function. These functions have the statements I want to execute once a specific password text field has been filled out. On each submit button I have the onKeyPress code "<Enter>" code and the function I want to call. However, when I hit Enter after a specific password text field has been filled out, Flash is only executing one particular function when each button specifies which function I want to call.

What's my problem Flashers...

Sound Conflict
I have my main movie; I load an ext. xml driven mp3 player which works great, and remains in the movie all the time. Surprisingly, another ext which has mouse overs with sound, stops the mp3 player from continuing so there's no conflict.

Unfortunately, I have a "drag and drop" with attach sound on it, in my main movie, but I can't figure out how to stop the xml mp3 player when the attach sound begins.

Does anyone know about this?

Thanks for any ideas.

Bluej2

Static Var Conflict
When a class is not static, I can use reference both the parameter of a method as well as its instance variable:

Code:
function thing(url){
this.url = url;
}


But what if it is a static class, and i had a parameter called url and a static var called url? How do i assign the static var the value of the parameter?

Actionscript Conflict
I'm using a Flip-page-component that seems to be in conflict with a getURL comand. On a little red button I use a quit-command and that works. I've put both these two commands in buttons over the mc with the flipping pages(named: bok). What happens is if you click the getURL button (that also has a quit-function in it as well) is that the webpage comes up (_blank) but then the swf locks itself for like 10 seconds and the it quits. I don't really need the flip-page-mouseOver-function so I tried to take away all code with "mouse" in it, but that doesn't help either. Is there a way to controll the buttons so they stop the mouseOver-sensitiveness in the Flip-page-mc or can I make the buttons so they are taking control of the whole thing?

I, and my boss, would be very happy if there is a solution.

Anders

MOUSE_MOVE Conflict
Once again I am trying to learn AS3. I made a movie where a compass points at the mouse position, and when the mouse rolls over a certain movie that movie plays the first part of an animation, and when the mouse rolls off of the movie the movie plays the second part of the animation.

But, it doesn't work. If I delete the code that rotates the compass needle then the movies play fine.

I imagine we have an internal process conflict with mouse position data, but I'm helpless to figure out how to solve the problem. (Well, the compass could tell the movies to play at certain degrees, but that is a way uphill pull for me).

Here is the code:

var dx:Number;
var dy:Number;

stage.addEventListener(MouseEvent.MOUSE_MOVE, stage_MOUSEMOVE);

function stage_MOUSEMOVE(event:MouseEvent):void
{
point_to(compass_mc);
}

function point_to(mouse)
{
dx = mouseX - mouse.x;
dy = mouseY - mouse.y;
compass_mc.rotation = Math.atan2(dy, dx) * 180 / Math.PI;
}



knife_anim.addEventListener(MouseEvent.ROLL_OVER, knifeIn);
knife_anim.addEventListener(MouseEvent.ROLL_OUT, knifeOut);

function knifeIn(event:MouseEvent):void
{
knife_anim.gotoAndPlay(2);
stage.removeEventListener(MouseEvent.MOUSE_MOVE, stage_MOUSEMOVE);
}

function knifeOut(event:MouseEvent):void
{
knife_anim.gotoAndPlay(18);
}

[CS3] Help Actionscript Conflict....
Hello all, I've been working for hours on this actionscript with no progress. What I am trying to achieve is: Create a movie clip which I will be using for a button play an animation and a sound as the mouse is hovering over it, but if the mouse hovers off the animation will rewind but the sound will not play. Any help, links, or tutorials will be greatly appreciated.

Here is the actionscript I have been using:

stop();

this.onEnterFrame = function(){

if(rewind == true){
prevFrame();
}
}

this.onRollOver = function(){
rewind = false;
play();
}

this.onRollOut = function(){
rewind = true;
}

var mySound:Sound = new Sound();
mySound.loadSound("button.mp3", false);


this.trigger_mc.onRollOver = function() {
mySound.start();
};

Conflict Within My Preloader
I am creating a site for a client and have most of it completed but I can't get my preloader to work for some reason. Here is the current url of the site that has the attached code for my preloader. Click the green box to enter
http://006213b.netsolhost.com/jack/

Below is the code for my preloader. Its placed on a mc that contains a textfield. Got it from Kirupa.

Code:
onClipEvent (enterFrame) {
var bytes = _root.getBytesTotal();
var bytes_loaded = _root.getBytesLoaded();
if (bytes_loaded == bytes) {
_root.gotoAndPlay(2);
this.loadertxt = "movie loaded";
} else {
_root.gotoAndStop(1);
this.loadertxt = "loading (" + bytes_loaded + "/" + bytes +")";

}
}
Off the top of anyone's head, is there anything I should be looking for that could disrupt my preloader? For my site I have my index.swf file that loads content.swf. Content.swf has all of my stuff in it. On frame 1 of content.swf I have my preloader and on frame 2 all of my stuff.

index.swf just has a load command. It seems pretty straight forward but just isn't working the right way. Also when I test in Flash I have no preloader visible until right before it is completely loaded and then it shows for a second and then disappears, weird.

Drag Conflict
Forgive me if this is a repost, but I am having a start/stopDrag conflict in my Flash. I have a volume slider, and a scroll bar. Each use the startDrag/stopDrag method, but no matter which one I use both are being used. I think I have the code right, but it apparently does not work.


ActionScript Code:
var volumeSlider:MovieClip = this.mp3Player.volumeClip.volumeBtn;
var scrollBar:MovieClip = this.mp3Menu.menuHolder.mp3MenuScroller.mp3MenuScrollBar;

I have this:

ActionScript Code:
volumeSlider.onMouseDown = function() {
    this.startDrag(false, 0, 0, 86, 0);
};
volumeSlider.onMouseUp = function() {
    this.stopDrag();
};

and this:

ActionScript Code:
scrollBar.onMouseDown = function() {
    this.startDrag(false, 0, 1, 0, (scroller._height-1)-curScrollHeight);
};
scrollBar.onMouseUp = function() {
    this.stopDrag();
};

What is wrong with that? And why are the two being used together, and not isolated to each MovieClip?

Bitmapdata Conflict
I posted this over at the adobe forums, but I get the distinct impression that no one has any idea what they're doing over there.

So I was working on a small program to load up and view photos, but I'm getting some really weird conflicts.

I can load my image fine, and I also have a Stage listener set to put the photo in the middle on resize. All of this works fine until I drop in a UI Component or import the code for it. Then I get one copy of the bitmap data just sitting at (0,0), but on the top level, and another that goes where it's supposed to (centering on resize) below it. If anyone has any clues as to what about the UIObject class is messing with me, I'd love some help.

http://www.neverwake.net/image_error.html (visit that, then resize your window a little. There shouldn't be two images.

I've included the FLA and everything. I've done everything I know to do. Please help

I Think I Have A Code Conflict :-(
I am trying to make a window popup with a set size. I have looked at other examples and when testing there code it works fine but when I put it together in my it doesnt do anything any more. I have no bugs in my code so I'm kinda lost :-( can any one help me please? Here is my code:

//Initialize document to hide screen movie clip.
this.KeyboardCallout_mc._visible = false;
this.MagGlass_mc._visible = false;
this.Glasses_mc._visible = false;
this.book_mc._visible = false;
this.rolodex_mc._visible = false;
this.ruler_mc._visible = false;

//function to show callout
this.Keyboard_btn.onRollOver = function() {
KeyboardCallout_mc._visible = true;
};
this.MagGlass_btn.onRollOver = function() {
MagGlass_mc._visible = true;
};
this.Glasses_btn.onRollOver = function() {
Glasses_mc._visible = true;
};
this.Book_btn.onRollOver = function () {
book_mc._visible = true;
};
this.Rolodex_btn.onRollOver = function () {
rolodex_mc._visible = true;
};
this.Ruler_btn.onRollOver = function () {
ruler_mc._visible = true;
};

//function to hide callout
this.Keyboard_btn.onRollOut = function() {
KeyboardCallout_mc._visible = false;
};
this.MagGlass_btn.onRollOut = function() {
MagGlass_mc._visible = false;
};
this.Glasses_btn.onRollOut = function() {
Glasses_mc._visible = false;
};
this.Book_btn.onRollOut = function () {
book_mc._visible = false;
};
this.Rolodex_btn.onRollOut = function () {
rolodex_mc._visible = false;
};
this.Ruler_btn.onRollOut = function () {
ruler_mc._visible = false;
};

// function for new window
this.Ruler_btn.onRelease = function(){
getURL("LO1P05c1_popup.htm", "_blank");
};
this.Book_btn.onRelease = function (){
getURL("LO1P05d_popup.htm", "_blank");
};
this.Glasses_btn.onRelease = function (){
getURL("LO1P05e1_popup.htm", "_blank");
};
this.Keyboard_btn.onRelease = function (){
getURL("LO1P05f_popup.htm", "_blank");
};
this.MagGlass_btn.onRelease = function (){
getURL("LO1P05a_popup.htm", "_blank");
};
this.Rolodex_btn.onRelease = function (){
getURL("LO1P05b_popup.htm", "_blank");
};


This is what I am trying to make happen:

on (release) {
getURL ("javascriptpenMyWindow('new_pop_up.html','thewi n','height=100,width=250,toolbar=no,scrollbars=yes ');");
}

Code in html page:

<script language="JavaScript">
function openMyWindow(URLtoOpen, windowName, windowFeatures) { newWindow=window.open(URLtoOpen, windowName, windowFeatures); }
</script>

When I add the script in my code it doesnt work :-( please help before I go crazy lol

Thank you very much.

Actionscript 2/3 Conflict
Hi I am trying to use a preloader on a flash project im doing and i am having prroblems when I insert the preloader which I got in to my file. I think It might be because the preloader is action script 2 and im putting it in to a actionscript 3 file. I am including the report below and a copy of the scripting. can anybody help me with this?? any help would be much appreciated thanks.

Description:
1151: A conflict exists with definition myTween in namespace internal.

Source:

ActionScript Code:
var myTween:Tween = new Tween(this["dot"+i+"_mc"], "_alpha", Regular.easeIn, 100, 0, dur2*10, false);
Script:


ActionScript Code:
// the tween and easing classes are importet for the dots to tween and fade.
import mx.transitions.Tween;
import mx.transitions.easing.*;

// when the movie has loaded this function is called.
loadFinished = function () {
    loader_txt._visible = 0;
    graphicDots._visible = false;
    if (dotsDirection == "down") {
        dotsMoveTo = Stage.height;
    } else {
        dotsMoveTo = -Stage.height;
    }
    for (i=1; i<25; i++) {
        if (tween == true) {
            var dur1:Number = Math.random()*dotsTweenSpeed+dotsTweenSpeed;
            var myTween:Tween = new Tween(this["dot"+i+"_mc"], "_y", Strong.easeIn, this["dot"+i+"_mc"]._y, dotsMoveTo, dur1*10, false);
        }
        var dur2:Number = dotsFadeTime;
        var myTween:Tween = new Tween(this["dot"+i+"_mc"], "_alpha", Regular.easeIn, 100, 0, dur2*10, false);
    }
    myTween.onMotionFinished = function() {
        var miliseconds:Number = 0;
        onEnterFrame = function () {
            miliseconds += 1;
            if (miliseconds>=timeOut*30) {
                _parent._parent.gotoAndStop(2);
                delete this.onEnterFrame();
            }
        };
    };
};
if (preloaderText == true) {
    loader_txt._y = 10;
    loader_txt._x = -4;
}
// all the dots becomes invisible when the movie starts.
for (i=1; i<25; i++) {
    this["dot"+i+"_mc"]._visible = false;
}

I have edited the post think its ok now. Any ideas then people? thanks.

Players Conflict ?
I wants to setup flash mx and flash 5 on my machine will this cause a problem with players,,

Plugin Conflict, I Think
Hello!

How can i make a web site ask for Flash Player 7.0, and install it?

I have this html but if anyone has Flash 6, it wont install Flash 7! Why?

Help is greatly appreciated!

heres the html:
<html>
<head>
<title>::. TESTE .::</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#000000" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<table width="100%" height="100%" border="0">
<tr>
<td align="center" valign="middle">
<object classid="clsid27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=7,0,0,0" width="100%" height="428" align="middle">
<param name="movie" value="index.swf">
<param name="quality" value="high">
<embed src="index.swf" width="100%" height="428" align="middle" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash">
</embed>
</object>
</td>
</tr>
</table>
</body>
</html>

Drag Conflict
please help me if you can. im new to actionscripting, and probably writing inefficient scripts..

I have a timeline with two mcs. the mcs both have a frame action in their own timelines, with a drag functionality. the user is supposed to drag the balls (userA and userB) one at a time onto a target, one following a path and the other avoiding other mcs. once it hits the target, the ball sticks and stops dragging. but the problem is that after one of them is on the target, they BOTH stop dragging, so you cant finish the game.

im using Flash MX 2004 but have the publish settings at AS1/FP6. the AS for one of them is below. the other one is slightly different, but the basic structure is the same.

<as>
var xPosB = userB._x; // stores original x position, used to return userB to original
var yPosB = userB._y; // stores original y position
var xTargetB = targetB._x; //stores target x position, used to "stick" userB to targetB
var yTargetB = targetB._y; // stores target y position

// start drag behavior
userB.onPress = function(){
userB.startDrag(true);
//decoyB._alpha = 0;

}

userB.onRelease = function(){
userB.stopDrag();
}

this.onEnterFrame = function(){
// function to evaluate userA position
if (userB.hitTest(obstacleB)==true){ // user is colliding with obstacle
// return user to original position
userB._x = xPosB;
userB._y = yPosB;
} else { // user not colliding with obstacle
//check if user is on target
if (userB.hitTest(targetB)==true){
// user is on target, stick to target
userB._x = xTargetB;
userB._y = yTargetB;
userB.stopDrag();
_parent.behaviorA.userA.startDrag();

} else {
}
}
}</as>

Memory Conflict
Hi!Can anyone,guide me to solve problem with insufficient memory,due to large Flash 8 File.This error occured,when I was creating Flash Multimedia Show for University Program,my multimedia show consist of 6 Scene,within single file....everything goes smoothly,until a time where I need to make last minute editing to one of scene.The problem is I couldn't choose that particular scene to edit,and therefore I tried to publish entire project to .swf file....but,there's big problem...awaited for me....that's "Insufficient Memory".....My Notebook Spec : Intel Duo Core 1.83Ghz,1G DDR2RAM,Win XP SP2....n....80Gb HardDisk....!I want to know reason behind this problem and how to solve it,therefore such a problem will not occur near future!
Thank You!

Library Conflict WTF?
I've used Flash off and on for quite some time and this has me all confused. All I want to do is move a keyframe back in the timeline. However, when I do, I get a message entitled Library Item Conflict that says there is already an instance of the item already on the stage and asks me if I want to replace the item or not. It then removes any frames between the keyframe I'm moving and the last keyframe in the timeline! WTF is going on and how do I keep it from happening?

Conflict With Illustrator CS3?
I was just wondering if anyone had heard of any conflicts occuring between flash studio 8 pro and Illustrator CS3. I'd hate to buy CS3 just to find out files were not compatible with one another. Any help would be appreciated.

Version Conflict
Here is the script.

n=Number(n)+10;
if (Number(n)<400) {
n=390;
}
duplicateMovieClip("line","line" add n,n);
setProperty("line" add n,_rotation,360+Number(n));

Repositioning Conflict
I have an mc with the following code:

onClipEvent (load)
{
xcenter=495;
speed=1/10;
}
onClipEvent (enterFrame)
{
var distance=_root._xmouse-xcenter;
_x-=(distance*speed);
if (_x > 1410) _x=1410;
if (_x < -400) _x=-420;
}

onClipEvent (enterFrame) {
spd = 8;
this._x += (endX-_x)/spd;
}

On a couple of buttons within the mc, I have code like this:

on (release){
endX = -40;
}

with various endX values. The buttons work perfectly. The sliding of the image (behind a mask) also works perfectly (when the mouse goes right the image slides left)... but, if I press one of the buttons and then try to slide across with the mouse, the movement is severely hampered, so that I can't move as far or as fast. I have a rough idea of why this is happening, but I haven't figured out a way to fix it. I'm hoping to launch this site in 8 hours so help is very much appreciated!

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