Export In First Frame
i cant get my sound to play when the movie starts if i dont check the box "export in first frame".
I dont want to export in first frame because i have a preloader in scene1 (main movie is scene 2). because it seems like the preloader and asscociated graphics dont start until that sound is about 90% finished "exporting to first frame". and the the only reason i really need the preloader is for the sound.
so two questions.
how can i get the sound to play when the movie starts.
and if i dont export the sound in the first frame is it really going to get preloaded. (do library items get preloaded?).
please see the sound code below. all this resides on my sound on/off button.
you can look at www.chriscleveland.com/dev if you need to refer.
thanks
c
//mc on main stage with the following code.
onClipEvent (load) {
mySound = new Sound();
mySound.attachSound("ccMusic");
mySound.start(0, 999);
soundPlaying = true;
this.gotoAndStop(1);
}
onClipEvent (enterFrame) {
this.onPress = function() {
if (soundPlaying == true) {
mySound.stop();
soundPlaying = false;
this.gotoAndStop(2);
} else {
mySound.start(0, 999);
soundPlaying = true;
this.gotoAndStop(1);
}
}
}
FlashKit > Flash Help > Flash MX
Posted on: 07-02-2003, 03:10 AM
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Export Classes At Frame X, Export For At First Frame Preloading Problems.
I have all way been confused by the preloading of classes and object and how they get placed on the play head.
how are you able to make sure that the classes get placed before the object that rely on them and that what needs to load first loads first?
example...
Code:
Document settings:
_____________________________
Export classes in frame 2,
Library settings
_________________________
linkage for Symbol1 is:
export for action script - true.
export for first frame - false.
Errors:
_________________________________________________________
var test:Symbol1 = new Symbol1();
1046: Type was not found or was not a compile-time constant: Symbol1.
var test:Symbol1 = new Symbol1();
1180: Call to a possibly undefined method Symbol1.
I also attached the FLA.
The problem I find is that if I export the classes for any other frame besides frame 1 in the document settings, then I have to export any objects in my library that have a linkage to export as Action script to export at the first frame.
This defeats the point of a preloader as the objects usually get placed before any code the executes and make the preloader wait till it loads first.
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Unchecking Export In First Frame For Components Does Not Reduce Frame 1 Size
Hey all...
I have a movie all finished up, but for some reason, frame1 is still 56K...I have deselected all "export on first frame" checkboxes, but it seems the component export classes are still loading in frame one...even the Flash help says to simply uncheck export in frame 1 in the linkage settings, but it still is not working...any ideas?
I googled it and it seems a lot of components tend to mysteriously use frame one even with the export option unchecked...if anyone has any info on how to remedy this, please let me know. Thanks.
EDIT: Nevermind...I found out after some more diggin that components will ALWAYS export in the first frame, REGARDLESS of if you have unchecked the option to do so or not. I had to go into the Publish Settings and click the "Settings" button found next to the "ActionScript Version" drop-down box on the Flash tab, then simply manually change the class export frame from frame 1 to frame number 2...
I explained this in case someone else runs into this same problem down the line.
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Export First Frame....
When you want to export a library with a certain symbol (like a font for example), you have to check the linkage property for that symbol, namely the export for actionscript, and the export in first frame. Is it absolutely necessary for these two to be checked, can a symbol be exported without those options. Oh, and most important, if a symbol is not exported in first frame can it still be imported by the other movie?
thanks in advance,
T.
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Export In First Frame
I was just wondering... In the "Linkage properties" box, there's a checkbox saying "Export in first frame". What is it for, really...? If that box is unchecked, when will it be exported? Like, if the symbol I export is kinda big, if it gets loaded in the first frame, it'll ruin my preloader... sort of anyway... So, should I uncheck it then?
--
@ndre
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Export In First Frame
what i need is somohow to set this linkage propertie to second frame, but you cannot do that. Problem is that if you set it to first frame then that file loads before preloader can and i cannot use it to show how much is still left, first this exported file needs to be loaded and then this preloader and its bar shows up.IF you don't check this option this exported file doesn't export at all, why?? what to do?
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Export In First Frame
Hy all together!
One simple question to all of you:
Ok, if have a flash movie with a preloader and i want to create a dynamic sound and now my question: If i use export in first frame, is the complete sound in my preloader exported and does this affect data-volume of my preloader???(is there a longer time, until preloader is visible on screen)
greetings mario
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Export In 1st Frame Or What Else?
Hello!
My 1st scene is a preloader, with a loading bar,
percent text and script.
I´ve had some trouble with it.
The loading bar would show up too late
in the browser, only when the movie was about 60% loaded.
Through help from you forum members, I found out
it occurred cause I have 3 sound loops in my movie,
which I set up to export in 1st frame in "linkage"
properties.
Thus, the loading bar wouldn´t appear until the
sound loops were loaded.
All right so far.
Now I unchecked "export in 1st frame" and what happens?
There´s no sound to be listened to.
And I don´t have the least idea why.
Thanks for any help!
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Export To /*First*/ Second Frame
Is is possible to have my symbols under linkage NOT load on the first frame because it would eliminate the point of my pre-loader but instead on the second frame? I would prefer a system so I wouldnt have to write I line of code for every new symbol I want to export for action script.
Also, can I embed XML files into my movie and then load them into an XML class via code??
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Export In First Frame
using CS3, AS2 ...
does anyone know... if I uncheck "export in first frame" when setting the linkage on a movie clip so that I may speak to it using action script. Can I then call the clip to the stage ln frame two so that I can keep my preloader on frame one and my content on frame two seprate? And if so how. Other wise why would anyone ever not check "export in first frame?
This has been a thorn in my side for a while now. HELP.
-M
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Export To Third Frame?
Hi guys, if i have a clip in my library, and selected linkage,
exported it for actionscript, but dont want to export it into the first frame,
what is the code to import it into a different frame?
I remember reading about it, and having a code for it, i just dont remember what...
Can anyone please help?
Thanks
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Export On Second Frame ...
Hi,
I can not export flash components (fl.controls.*) on frame other than frame 1. In flash 8 I just de-check 'Export in Frist frame' and export components from library on second frame (to show loading screen).
Same procedure in Flash CS3 does not work - first frame always have data ?? I de-check 'Export in first ...' and put Button on second frame. After runing Bandwith Profiler it shows that first frame have about 16KB of code, and second frame just few KBs?!?!
Any ideas?
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Hi all,
I have many sounds in my library.
I use the attachSound method throughout my swf to play the different wavs. (I use wavs to avoid the gap in looped mp3s)
The problem I have now is that I have to click "export in first frame" in the linkage box of every sound, which makes the loading way too long.
My question is:
Is there a way not to export the sounds in first frame and still be able to use the attachSound method?
Thanks
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Export On Any Frame But First AS 3.0
I have a symbol 'grass' in the library: Class: Grass, Base Class: flash.display.MovieClip
and the document class has this -
public function attachGrass():void{
var grass:Grass=new Grass();
addChild(grass);
} <-- this function is called on frame 5.
In Publish Settings, I set Export Classes on frame 4.
The grass symbol gets attached only if I check Export on First Frame in its Properties panel. When I uncheck Export on First Frame and drag the symbol on the stage off the viewable area (sort of like we used to do in AS 2), the symbol does not show up on the stage when attachGrass() is executed . Is there a way to not have to export on the first frame and attach symbols from the library at runtime ?
Edited: 05/20/2007 at 09:10:43 AM by jacobdol
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Export In First Frame
I have some large movie clips that I don't want to load in the first frame. So in my publish settings I set my classes to load in frame 3. Then I've turned off "Export in first frame" for my large movie clips and place them on the stage in frame 2. I've placed a simple "loading" message in frame 1 and 2. This worked in AS2, but in AS3 my movie clips are invisible when I turn off "Export in first frame". I think they are invisible because I'm making a game and there are bullets being fired from the x and x coordinates of were the enemies should be.
Does anyone have any suggestions?
Thanks!
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Export In First Frame
when setting linkage for example a sound, is there only the two choices?
1. to export in first frame(which messes up my preloader)
2. to put the item on the stage anywhere else on the timeline(works ok, but it adds unnessecary complexity to my otherwise so clean-looking fla file )
thanks
ADBUL
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When I try to deselect the Export In First Frame option in the linkage box, the attachMovie call is not working.
I need to do this because 80% of my movie is now loading in the first frame, and that is not good for my preloading
Stian
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Linkage - Export In First Frame
Hello, I just finished work on a large project, stupidly enough only now I am bothering myself with creating a preloader for the 1,4MB file for the initial data required to view the project (it involves 80 more swf's totalling 11MB). The preloaders for these 80 loaded swf's have been taken care of, but the one for the main movie is turning out to be a problem.
Most of the size in this 1,4MB comes from audio and graphics that are set in the libary to be linked. I understand that if I set 'export in first frame' ON, all this data will be put in first fame effectively disabling the use of a preloader. Now if I set 'export in first frame' OFF, these exported items simply disappear?! They are not exported in the .swf!
So either way im f*ckt it seems. Does anyone have some wise words to pull my out of my misery?
thanx in advance!
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I have been experiencing problem using the preloader when I use the linkage and export in first frame. The exporting takes place first than the preloader so there is no use of the preloader. Is there any way to do the linkage without exporting in first frame? Or is there any way to build the preloader to be started before this linking process starts?
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Hi, im using attachMovie to load in my content, problem is though, as it is all exported in the first frame most of my movie had to be loaded before my preloader even shows, meaning the user is left looking at a blank screen for 10 seconds, long enough for them to get fed up and close the page... any way around this??? any better alternatives to using attachMovie???
thx for any help
lev
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When you use attachSound with the "Export in first frame" option checked, that sound must load in the first frame. Since any preloader also has to load in the first frame, this can cause the movie to show a white box and no preloader until everything in the first frame has loaded.
To get around this, you can make a new movie clip and drag the sound from the library and drop it on the stage of the movie clip timeline in the first and only frame. Go into the properties panel while the sound frame is selected, and set the Sync dropdown box to Start. Do not set the loops here, as they will be set from the new Sound object when you write the code. So all you have is a movie clip with a single frame and the little blue line in the frame showing that the sound is there. Now, drag that movie clip to the main stage in a new layer and drop it so it is in frame 3. It can be offstage, since it can't be seen anyway.
You still have to right click the sound in the library and choose Linkage from the popup, then give it a name and check the "Export for actionscripting" box, but uncheck the "Export in first frame" box. Use the name snd1 for the linkage name.
Then in frame 3 of an actions layer, use the normal attach sound code to play the sound.
sound1 = new Sound(this);
sound1.attachSound("snd1");
sound1.start(0,3);
Using attachSound this way allows any preloader to show right away, and load the sound file.
I'll attach a fla example so you can see how it's done. I used a very small sound file in this, so get the attachment, replace the sound I used with a larger one of your own and test it to see the preloader work.
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AttachSound - Do Not Export In First Frame...
I got a preload-problem with my sounds... The problem is like this thread i found:
"When you use attachSound with the "Export in first frame" option checked, that sound must load in the first frame. Since any preloader also has to load in the first frame, this can cause the movie to show a white box and no preloader until everything in the first frame has loaded.
To get around this, you can make a new movie clip and drag the sound from the library and drop it on the stage of the movie clip timeline in the first and only frame. Go into the properties panel while the sound frame is selected, and set the Sync dropdown box to Start.
...
You still have to right click the sound in the library and choose Linkage from the popup, then give it a name and check the "Export for actionscripting" box, but uncheck the "Export in first frame" box.
Use the name snd1 for the linkage name.
Then in frame 3 of an actions layer, use the normal attach sound code to play the sound.
sound1 = new Sound(this);
sound1.attachSound("snd1");
sound1.start(0,3);
Using attachSound this way allows any preloader to show right away, and load the sound file...."
I tried this, but the problem is, that I have many sounds - and big ones! - and if i do like this they all play at the same time instead of with a click on a button...
So.... any ideas??! I really apriciate it ;-)
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This poses a problem when all the MCs that use linkage add up to 500 KB -
The user is left waiting with out a loader Bar in Progress -
then when all is loaded the bar quickly jumps to the end -
is there a way to get the loader bar to react first before the MCs that use linkage are loaded ??
Thanks.
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I've also tried putting the preloader in a seperate file but that will not work for this file.
I'm new to Flash7 and to this actionscript 2.0 and not sure how those new export setting work either. (but i would like to stay in flash6 to stay more compatable.)
any ideas? I would appreciate it.
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I'm using attachMovie to attach like 20 mcs onto the root timeline. I have my linkage set to export on the first frame. Is there a way to export these on say frame 30? The reason I need to do this is because I want the other stuff to not have a preloader and then when it gets to frame 30 I want to load all the attachMovies in and preload that. Any ideas? Thanks!
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(i had put this in the newbie forum)
i installed a preloader for my new site, but the whole first page seemed to hang on the loader, until it kicked it at around 45% of kb loaded. so the viewer was just looking at a blank screen until the loader came into view.
i thought i had solved this by changing the Export Frame for Classes from 1, to 5. and i moved the first frame of the main timeline to 5, and all was well.
this seemed to work, and does work, on every page except one. the offending page is where i have used a scrollbar which contains some text.
this page which uses the scrollbar component just displays white space where the scroll bar should be.
a real mess, so i have had to revert back to using Export Frame 1, and now my preloader is hanging like it used to. all other pages are fine. and the scroll bar gives no more worries.
ofcourse, the preloader is back to the way it was but at least my text can be seen
any reasons for this problem ?
any help appreciated thankyou
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Hey.. have tried searching for my topic, but can't find the answer
I have this movie, where I have a preloader in scene 1 and my main site in scene 2.
I have a bunch of audio-files that I play using action script, so I have check the linkage/export for actionsscript and axport in first frame in alle of them, since they don't have an instance on the stage.
I see the problem: The preloader won't show up until the sound has finished loading, since they're loaded on frame 1... but how can I help this?
Is it better load them into flash as external mp3's, and how do I make one single preloader for 24 mp3 files
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I want to create a site that had external .swf files loading into a main .fla, however I want to have shape tweens in between each load when a button is pressed on the main.fla. To do this I figured out that I can place these tweens on the first 15 frames of each external swf. As long as I do not uncheck the export in first frame for actionscript, and change the export classes to say frame 16, there is not problem right? Will this transfer all this “power” that the first frame seems to hold onto the 16th frame, or will I run into problems?
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However when doing this, the components all break and no longer work I thought maybe go back to the creator, yet they are 3 different people so I am wondering if it is something I am doing wrong as apposed to way the components are written?
All the components dont actually appear until say frame 30
Thanks for any help in advance
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Hey all,
I have created a flash-based guide for AdBux.org, and with "all" the graphics and compressed images it has gotten rather big. The problem is that to make the most of it work I have to check the "Export in first frame", which means 75% of the content is loaded before anything is shown. Is there a way to load the first 2-3 frames before the carousel or anything?
Carousel guide: http://www.swfupload.com/view/102783.htm
Carousel code: (If anyone could optimize it in any way, that would be great as well)
Code:
//*************************************IMPORTS****************************************\
import mx.transitions.Tween;
import mx.transitions.easing.*;
import mx.utils.Delegate;
import flash.filters.BlurFilter;
//*********************************CAROUSEL ALPHA IN****************************\
new Tween (mt, "_alpha", Strong.easeInOut, 0, 100, 1.85, true);
//*************************************CAROUSEL****************************************\
var he:MovieClip = mt;
var blur:BlurFilter = new BlurFilter (0, 0, 1);
var numOfItems:Number;
var radX:Number = 300;
var radY:Number = 70;
var cenX:Number = (Stage.width / 2);
var cenY:Number = (Stage.height / 2);
var speed:Number = 0.00177;
he.speed = speed;
var spd = speed + 0.07;
var pes:Number = 115;
var tooltips:Array = new Array ("How do I register", "How do I earn money", "How do I log in", "How do I upgrade", "What are referrals", "Profile settings", "How to advertise", "Support tickets");
var const:Array = new Array ("const1", "const2", "const3", "const4", "const5", "const6", "const7", "const8", "const9", "const10", "const11");
var tooltip:MovieClip = he.attachMovie ("tooltip", "tooltip", 10000);
tooltip._visible = false;
//**********************CAROUSEL XML*******************************\
this.onLoad = function () {
numOfItems = 8;//11 items
for (var i = 0; i < numOfItems; i++) {
var t = he.attachMovie ("item", "item" + i, i + 1);
t.angle = i * ((Math.PI * 2) / numOfItems);
t.onEnterFrame = mover;
t.toolText = tooltips[i];
t.const = const[i];
he.tooltip._xscale = he.tooltip._yscale = this._parent._xscale;
t.icon.inner.attachMovie ("bitmap" + i,"bitmap",1000 + i);
t.r.inner.attachMovie ("bitmap" + i,"whatever" + i,6000 + i);
t.icon.onRollOver = over;
t.icon.onRollOut = out;
t.icon.onRelease = released;
}
};
//********************CAROUSEL TOOLTIP***********************\
function over () {
he.tooltip.tipText.text = this._parent.toolText;
he.tooltip._x = this._parent._x + 4;
he.tooltip._y = this._parent._y - this._parent._height / 2;
he.tooltip.onEnterFrame = Delegate.create (this, moveTip);
he.tooltip._visible = true;
if (he.tooltip.tipText.text == "How do I register") {
mt.item0.icon.inner.bitmap.gotoAndStop (2);
} else if (he.tooltip.tipText.text == "How do I earn money") {
mt.item1.icon.inner.bitmap.gotoAndStop (2);
} else if (he.tooltip.tipText.text == "How do I log in") {
mt.item2.icon.inner.bitmap.gotoAndStop (2);
} else if (he.tooltip.tipText.text == "How do I upgrade") {
mt.item3.icon.inner.bitmap.gotoAndStop (2);
} else if (he.tooltip.tipText.text == "What are referrals") {
mt.item4.icon.inner.bitmap.gotoAndStop (2);
} else if (he.tooltip.tipText.text == "Profile settings") {
mt.item5.icon.inner.bitmap.gotoAndStop (2);
} else if (he.tooltip.tipText.text == "How to advertise") {
mt.item6.icon.inner.bitmap.gotoAndStop (2);
} else if (he.tooltip.tipText.text == "Support tickets") {
mt.item7.icon.inner.bitmap.gotoAndStop (2);
}
var s = (he.tooltip._y - pes) / (cenY + radY - pes);
he.tooltip._xscale = he.tooltip._yscale = s * 700;
//Scaling Tooltip
he.tooltip._xscale = he.tooltip._yscale = this._parent._xscale;
//Sound
var VolScale = he.tooltip._xscale = he.tooltip._yscale = this._parent._xscale;
var menuOverMC = this.createEmptyMovieClip ("menuOverMC", this.getNextHighestDepth ());
var menuOver:Sound = new Sound (menuOverMC);
menuOver.attachSound ("menuOver");
menuOver.start ();
menuOver.setVolume (VolScale + 7.5);
}
function out () {
delete he.tooltip.onEnterFrame;
delete he.tooltip.tipText.text;
he.tooltip._visible = false;
mt.item0.icon.inner.bitmap.gotoAndStop (1);
mt.item1.icon.inner.bitmap.gotoAndStop (1);
mt.item2.icon.inner.bitmap.gotoAndStop (1);
mt.item3.icon.inner.bitmap.gotoAndStop (1);
mt.item4.icon.inner.bitmap.gotoAndStop (1);
mt.item5.icon.inner.bitmap.gotoAndStop (1);
mt.item6.icon.inner.bitmap.gotoAndStop (1);
mt.item7.icon.inner.bitmap.gotoAndStop (1);
mt.item8.icon.inner.bitmap.gotoAndStop (1);
mt.item9.icon.inner.bitmap.gotoAndStop (1);
mt.item10.icon.inner.bitmap.gotoAndStop (1);
mt.item11.icon.inner.bitmap.gotoAndStop (1);
}
function released () {
he.tooltip._visible = false;
mt.item0.r._visible = false;
mt.item1.r._visible = false;
mt.item2.r._visible = false;
mt.item3.r._visible = false;
mt.item4.r._visible = false;
mt.item5.r._visible = false;
mt.item6.r._visible = false;
mt.item7.r._visible = false;
mt.item8.r._visible = false;
mt.item9.r._visible = false;
mt.item10.r._visible = false;
for (var i = 0; i < numOfItems; i++) {
var t:MovieClip = he["item" + i];
t.xPos = t._x;
t.yPos = t._y;
t.theScale = t._xscale;
delete t.icon.onRollOver;
delete t.icon.onRollOut;
delete t.icon.onRelease;
delete t.onEnterFrame;
if (t != this._parent) {
//If it"s not the item we clicked on, fade it away
var tw:Tween = new Tween (t, "_xscale", Strong.easeOut, t._xscale, 0, 0.018, true);
var tw2:Tween = new Tween (t, "_yscale", Strong.easeOut, t._yscale, 0, 0.018, true);
var tw3:Tween = new Tween (t, "_alpha", Strong.easeOut, 100, 0, 0.01, true);
} else {
//If it is the item we clicked on
t._quality = "LOW";
_quality = "LOW";
//Sound
var VolScale = he.tooltip._xscale = he.tooltip._yscale = this._parent._xscale;
var clickSoundMC = this.createEmptyMovieClip ("clickSoundMC", this.getNextHighestDepth ());
var clickSound:Sound = new Sound (clickSoundMC);
clickSound.attachSound ("buttonClick");
clickSound.start ();
clickSound.setVolume (VolScale - 35);
blur.blurX = 0.00;
blur.blurY = 0.00;
t.filters = [blur];
t.icon.inner.bitmap.gotoAndStop (3);
//Enlarge the object
var tw:Tween = new Tween (t, "_xscale", Regular.easeInOut, t._xscale, 466.5, 1.114, true);
var tw2:Tween = new Tween (t, "_yscale", Regular.easeInOut, t._yscale, 466.5, 1.114, true);
var tw3:Tween = new Tween (t, "_x", Regular.easeInOut, t._x, 350, 1.114, true);
var tw4:Tween = new Tween (t, "_y", Regular.easeInOut, t._y, 240, 1.114, true);
var tw5:Tween = new Tween (theText, "_alpha", Regular.easeInOut, 0, 100, 1.114, true);
theText.text = t.const;
var s:Object = this;
var pixel:Object = t.icon.inner.bitmap.instance1.btn;
tw.onMotionStopped = function () {
t._quality = "HIGH";
_quality = "HIGH";
mt.item0.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item1.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item2.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item3.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item4.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item5.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item6.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item7.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item8.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item9.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
mt.item10.icon.inner.bitmap.vects.MenuButton.onRelease = Delegate.create (s, unReleashed);
};
}
}
}
function unReleashed () {
delete this.onRelease;
mt.item0.r._visible = true;
mt.item1.r._visible = true;
mt.item2.r._visible = true;
mt.item3.r._visible = true;
mt.item4.r._visible = true;
mt.item5.r._visible = true;
mt.item6.r._visible = true;
mt.item7.r._visible = true;
mt.item8.r._visible = true;
mt.item9.r._visible = true;
mt.item10.r._visible = true;
var tw5:Tween = new Tween (theText, "_alpha", Strong.easeOut, 100, 0, 0.6, true);
for (var i = 0; i < numOfItems; i++) {
var t:MovieClip = he["item" + i];
if (t != this._parent) {
var tw:Tween = new Tween (t, "_xscale", Strong.easeOut, 0, t.theScale, 1, true);
var tw2:Tween = new Tween (t, "_yscale", Strong.easeOut, 0, t.theScale, 1, true);
var tw3:Tween = new Tween (t, "_alpha", Strong.easeOut, 0, 100, 1, true);
} else {
var tw:Tween = new Tween (t, "_xscale", Strong.easeOut, 100, t.theScale, 1, true);
var tw2:Tween = new Tween (t, "_yscale", Strong.easeOut, 100, t.theScale, 1, true);
var tw3:Tween = new Tween (t, "_x", Strong.easeOut, t._x, t.xPos, 1, true);
var tw4:Tween = new Tween (t, "_y", Strong.easeOut, t._y, t.yPos, 1, true);
t.icon.inner.bitmap.gotoAndStop (1);//Return to pixel version
tw.onMotionStopped = function () {
for (var i = 0; i < numOfItems; i++) {
var t:MovieClip = he["item" + i];
t.icon.onRollOver = Delegate.create (t.icon, over);
t.icon.onRollOut = Delegate.create (t.icon, out);
t.icon.onRelease = Delegate.create (t.icon, released);
t.onEnterFrame = mover;
}
};
}
}
}
function moveTip () {
he.tooltip._x = this._parent._x;
he.tooltip._xscale = he.tooltip._yscale = this._parent._xscale;
he.tooltip._y = this._parent._y - this._parent._height / 2;
}
//********************IMAGE MOVER***********************\
//Circle Area
function mover () {
this._x = Math.cos (this.angle) * radX + cenX;
this._y = Math.sin (this.angle) * radY + cenY;
var s:Number = (this._y - pes) / (cenY + radY - pes);
this._xscale = this._yscale = s * 100;
this.angle += speed;
this.swapDepths (Math.round (this._xscale) + 100);
//Blur
blur.blurX = Math.round (Math.sin (this.angle - Math.PI) * 2.5);
blur.blurY = Math.round (Math.sin (this.angle - Math.PI) * 2.5);
this.filters = [blur];
}
//Speed
this.onMouseMove = function () {
if (_ymouse <= 380) {
speed = (this._xmouse - (cenX) - 10) / 7500;
spd = (this._xmouse - (cenX / 3 + 500) - 10) / 1725;
}
};
onLoad ();
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[F8] First-frame Export Fix Isn't Working...
I have an audio clip that I exported for AS with the id "introClip". If I do that as-is and use the following code in my first frame, the movie works fine, but the pre-loader doesn't start until like 80%:
Code:
var my_sound:Sound = new Sound();
my_sound.attachSound("introClip");
my_sound.start();
I searched the forums and read that I should uncheck "Export on First Frame", and then drag instances of my linked stuff into the first frame of the timeline (my preloader is on another scene), and then bump the rest of my main timeline up one frame. So, I bumped everything up and dragged an instance of the audio clip onto the first frame. I then moved the above code to the second frame, and directed my preloader to start playing on that second frame once it was done preloading. Now my total file size is down to 37kb (from 400kb), and my audio file never plays...
What am I doing wrong here? How can I get it to work? Thanks!...
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[CS3] [AS3] Export Sound In 2nd Frame
Ok so I'm working on a flash movie that uses a sound file, I have a preloader that preloads everything before going to the 2nd frame. My problem is that the sound file is being loaded in the first frame and therefore makes the viewer wait until they see the preload bar. Under the "Linkage Properties" for the sound file I unchecked "Export In First Frame" and under the "Publish Settings" I set classes to export in frame 2. But when I did this I get 2 errors saying...
1046: Type was not found or was not a compile-time constant: Chimes.
1180: Call to a possibly undefined method Chimes.
How do I fix this?
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Linkage - Export In First Frame
In the "Advanced Preloader" tutorial at gotoandlearn.com, he tells you that you need to export all classes and components to frame 2 (since the preloader is at frame 1).
This means that when you right click on a component or movieclip and choose linkage, you need to uncheck "export in first frame"
The problem is not that when you refer to that movieclip in the code, it can't seem to find that movieclip ...
Anyone know how to solve this one?
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Why Export Classes In Frame 2?
Apparently similar things have come up before. I just read Flash Gordon's thread where he offered $150 dollars for a similar problem.
But I'm still trying to understand, please. Say I have unchecked 'Export in first frame' for every item in my library except for a preloader. I then placed every single item from my library in the second frame of my movie, and the preloader in the first frame.
The preloader waits until stage.loaderInfo.bytesLoaded==stage.loaderInfo.byt esTotal and then uses .addChild(new Foo()) to add the library items. (That are all in the second frame, remember.)
This will apparently create an instance of the class. But apparently the graphics included in the library movieClips will not be included when that class is instantiated. If I put trace statements in the constructor for Foo, they trace, so it's being created. But the graphics that I drew inside the Foo library movieclip are missing.
However, if I gotoAndStop to the second frame, where Foo is placed on the stage, and then use new Foo() this instance of Foo will include the graphics that were added in Flash.
This makes it seem to me that the definition of the Foo class has changed between the first frame and the second frame. Why would they make Flash operate in this way? Shouldn't a Foo be a Foo be a Foo, no matter what frame I'm in?
(I've switched my preloader so it just goes to the second frame, so this isn't an immediate problem, but I want to understand what's going on here.)
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Export Assets To Frame 2
I'm using FlashDevelop with mxmlc and I am trying to get a simple AS3.0 preloader working. I've looked at the popular article: http://www.bit-101.com/blog/?p=946. The problem is that my flash app is loading everything in the first frame. The article says that the frame meta tag tells mxmlc to put the class in the 2nd frame along with all embedded assets, but this isn't working for me. As an alternative, I would like to try this manually. That is, get rid of the [frame] meta tag and put my main class with embedded assets in the 2nd frame manually, but how do you tell mxmlc to put a class and all embedded assets into the 2nd frame? After doing some reading, would this do the trick?
Code:
-frame two Main
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Export Sound On Second Frame?
Hi there-
I'm having a bit of a problem when it comes to attaching some music to a game I have created. When the linkage for the sound is set to Export for Actionscript and Export on first frame, it creates a very very large first frame which takes ages to download and ages for the pre-loader to even show up (the screen just looks white for a long time).
In an attempt to fix this, I originally un-checked Export on the first frame, but now my music doesn't start when I want it to as I'm assuming it is exporting when I want it to be playing. Is it possible to create a script that will tell it to export on the second frame, so that at least the pre-loader will be visible as it exports?
Thanks - Jessie
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WARNING: The Export Frame...
WARNING: The Export Frame for Classes specified in the Publish or Export settings, frame 10, does not exist. No bytecode for ActionScript 2.0 classes or interfaces was exported.
What does that mean!??? My movie export correctly and everything works fine but I keep getting this warning when I'm editing the main fla. I have verify and reverify about my export setting on frame 10 and everything is fine.
Kinda annoying...
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First-frame Export Fix Isn't Working...
I have an audio clip that I exported for AS with the id "introClip". If I do that as-is and use the following code in my first frame, the movie works fine, but the pre-loader doesn't start until like 80%:
var my_sound:Sound = new Sound();
my_sound.attachSound("introClip");
my_sound.start();
I searched the forums and read that I should uncheck "Export on First Frame", and then drag instances of my linked stuff into the first frame of the timeline (my preloader is on another scene), and then bump the rest of my main timeline up one frame. So, I bumped everything up and dragged an instance of the audio clip onto the first frame. I then moved the above code to the second frame, and directed my preloader to start playing on that second frame once it was done preloading. Now my total file size is down to 37kb (from 400kb), and my audio file never plays...
What am I doing wrong here? How can I get it to work? Thanks!...
Edited: 02/12/2008 at 02:12:04 PM by DIY_Lobotomy
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Export Frame Number
When i right click an item in my library and then click linkage.....isee the option to export in first frame!
Is there anyway to instruct individual items to export in any other frame than first?
If i go to publish settings and change export frame for classes to frame 8 it changes ALL my classes, which presents a problem as it stops my preloader working and gets stuck on frame one rather than going to frame 8 and continuing with the animation?
Attach Code
myProgressBarListener = new Object();
myProgressBarListener = function (eventObject) {
myProgressBar._visible = false;
gotoAndStop(8);
};
myProgressBar.addEventListener("complete", myProgressBarListener);
myProgressBar.mode = "polled";
myProgressBar.source = "_root";
myProgressBar.conversion = "1";
myProgressBar.label = "LOADING %3%%";
myProgressBar.direction = "right";
myProgressBar.labelPlacement = "bottom";
stop();
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Getting Around Export To 1st Frame Prob
Hey guys,
Im sure all of you who have made preloaders before have had problems with delay, ultimately because you have used the 'attachMovie' method in your AS and extra weight has been added in to the mysterious '0th' frame. Anyway i have a solution.
Using the 3 frame method ie ( 1st - preloader, 2nd- components, 3rd- application), here's what you do: Rather than having to rework your script and take out the attachMovie methods you can simply deselect 'export to first frame' on you're linked mc's. Now select the 2nd keyframe in the timeline and drag instances of these mc's onto the movie (off stage of course). Now, in the 3rd frame place the actionscript as you had it before (making sure you have placed stop actions). And there you have it! Now flash loads your linked mc's in the 2nd frame, and they can be preloaded along with the rest of your movie
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Library - Export To First Frame... But Do I Have To?
working on a flash app, and i need to export texture objects for actionscript, ie "Export in first frame"
but when i do that, the first frame becomes 13mb, nullifying my preloader. and when i uncheck that box for the textures, they no longer function in the app.
i know you can set classes to be exported in any frame you like. is there a way to do that for objects in the library?
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Mx Scrollbar - Export In First Frame Help
hi,
I am using the mx scrollbar component for the first time for a new site i am working on. Got some problems...
the issue is that i have a preloader on the first scene (i know scenes are rubbish, but that's what it is).
I have used this preloader many times before, no probs.
But now that the scrollbar is involved, the size of the first frame of the swf file is quite large, and it means that there is a time gap before the preloader graphic starts.
I don't like this as some people may feel nothing is happening and i like to make the viewer to feel comfortable that things are happening.
I realised this was due to the scrollbar, which is exported "in the first frame" at runtime. I unticked this option hoping it would reduce the size of the first frame to just the size of the preloader (2kb). It made little difference.
Anyone know how i can get past this? I want the preloader graphic to start as quickly as possible, and then load all the content.
I know quite a lot about preloading, but not much about how mx components work (or the linkage parameter as a whole).
Anyone got any ideas? I don't want to use another scroller because this was the whole joy of mx (or so i thought).
any suggestions, comments are appreciated.
Kd
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Getting Around Export To 1st Frame Prob
Hey guys,
Im sure all of you who have made preloaders before have had problems with delay, ultimately because you have used the 'attachMovie' method in your AS and extra weight has been added in to the mysterious '0th' frame. Anyway i have a solution.
Using the 3 frame method ie ( 1st - preloader, 2nd- components, 3rd- application), here's what you do: Rather than having to rework your script and take out the attachMovie methods you can simply deselect 'export to first frame' on you're linked mc's. Now select the 2nd keyframe in the timeline and drag instances of these mc's onto the movie (off stage of course). Now, in the 3rd frame place the actionscript as you had it before (making sure you have placed stop actions). And there you have it! Now flash loads your linked mc's in the 2nd frame, and they can be preloaded along with the rest of your movie
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Hello all,
I have some songs that I imported in the library of my movie and linked them using the "Linkage" option and, naturally, selected export on 1st frame...
Problem is that my preloader only displays when around 75-80% of the SWF is loaded...
Since I am using the attachSound in order to play the mp3, is there a way to get my preloader to display properly from the beginning ?
Thanks in advance for any help or suggestions...
Arok
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Hello I have come across what seems a common problem after looking the forums here with my preloader.
Ok the problem is that is only shows at 40% or something like that. I read here that if I have my linkage on my library movies set to Export in First Frame then it will load these before the preloader. That sounds logical.
So I have changed all my linkages to just Export for Actionscript, but NOT Export in First frame... and the preloader is cool.. but now my attachMovie() s do not work ?????
I am using Flash MX 2004.
thanks for taking the time to read.
Martin
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