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GotoAndPlay Issue



Hi

I have a variable loading in from PHP - 'frame'.
I am then trying to use this in:
gotoAndPlay (frame)

but the movie is not finding the frame.

i know the movie can see the variable as it is displaying in a dynamic text box.

any ideas anyone?

thanks

damian



ActionScript.org Forums > ActionScript Forums Group > ActionScript 1.0 (and below)
Posted on: 08-10-2004, 10:53 PM


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GotoAndPlay Issue
i m trying to play a movieclip loaded dynamically using gotoAndPlay(1) but for some reason it would not work, here is my constructor code:


Code:
public function adsrotator(target:MovieClip,xmlDocument:String, mcToAttach:String)
{

parent_mc=target;
xmlDoc=xmlDocument;

container1_mc=parent_mc.createEmptyMovieClip("container1_mc",parent_mc.getNextHighestDepth())
container1_mc.attachMovie(mcToAttach,"check1",1);

parent_mc.container1_mc.check1.gotoAndPlay(1);

}
if i change it to parent_mc.container1_mc.check1.gotoAndStop(10), it would show me the right frame but why am i not able to play it!!?? any ideas what i m missing?

Issue With GotoAndPlay
I've been working on this one little itsy bitsy tiny problem for 2 days now! I'm loosing my mind here...

I have a movie with "systems_movie" instance on one-and-only frame of main scene. I create a button and ask it to goto and play from frame 15. No problem, here's the code:

~~~~~~~~~~~
on(release) {
_level0.systems_movie.gotoAndPlay(15);
}
~~~~~~~~~~~

The movie has a stop(); action on frame 1 as I do not want it to play on load. I am doing a mixed php/flash page and want the movie to play only if a certain parameter is passed (parameter passing works fine and is irrelevant here). So, to test weather I can get this movie to play on event, let's say on load, I added following code to the instance:

~~~~~~~~~~~~~
onClipEvent(load) {
gotoAndPlay(15); ** starts frame 15 and stops ????
}
~~~~~~~~~~~~~

The move goes to FRAME 15 and STOPS!??! Why? This should be so simple.

Here, see the simplified movie here:
http://createyourown.net/simple.swf

Help

Thanks!

GotoAndPlay Issue
Hi all, I'm just starting to learn flash and I'm having a problem that I can't seem to solve. I am trying to create a small application that performs some simple animations when one of two buttons is pressed. I have used the "gotoAndPlay()" action primarily to achieve these animations. The problem is that on the fourth or fifth time I press either button, the application seems to start ignoring the gotoAndPlay() action and just start looping the same animation with each consecutive press of either button. I know this is not the easiest explanation to understand so I've posted a link to the FLA file that you can download here:

http://www.savefile.com/files/1207440

Any help would be greatly appreciated, thanks!

Issue With GotoAndPlay
Hi all,

Hoping someone will know the answer / solution for this issue I am having.

I have a three MC I want to play randomly every time the flash file is executed. Along with the MC I have three buttons so the user can switch between each. On the initial start-up of the movie the first MC plays and the representative button moves above the rest, which is action scripted separately.

I have the following code that provides me with a random number between 0 - 2:

var myRand = random(3)

This works find. I then have an array as shown below holding values on the frame labels.

var myArr:Array = new Array();
myArr[0] = "benefit";
myArr[1] = "function";
myArr[2] = "process";

Again works ok. I know this because I have used the trace() function on both the array and random functions. In order to get one of the three MC to play I need to pull out the correct value from the array using the random number generated. I did this with the following code:

var sFrame = myArr[myRand];
trace(sFrame);

Works fine!

Now I have the correct value from the array I need to create a new variable to move the correct button. Again the value of this variable works fine as I used the trace() function to monitor it.

var button = sFrame+"btn_mc";
trace(button);

Now to the first issue I have. In order to actual move the correct button I have the following code:

button.gotoAndPlay("over");

'button' is the variable name holding the value of the actual button's name, but when I test my movie the button the variable is referring to does not move.

The next bit of code just makes all buttons inactive whilst the assigned MC plays. It also sets the currentpage and nextpage global variables, which I assume is working fine.

functionbtn_mc.function_btn.enabled = false;
benefitsbtn_mc.benefits_btn.enabled = false;
processbtn_mc.process_btn.enabled = false;
_global.currentpage = "sFrame";
_global.nextpage = "";

The next issue I am having is that based on random number I have generated and used to pull the name of the frame label out of my array, I cannot seem to get the movie to move to the correct frame label and play the correct MC. Frankly weird stuff happens, code is below:

gotoAndPlay(sFrame);

I hope I have explained this well enough if anyone needs to fla I will be happy to provide a ftp address.

Kind regards
David.

GotoAndPlay Issue
the only as in frame 1 is: gotoAndPlay("biography");
when I test movie it gets ignored unless I put it in frame 2 or higher

GotoAndPlay Issue
first of all: my first post here, greetings from germany.

i'm a very beginner referred to flash, that's why i've got a problem i ask you to help me with.

it's some kind of pullout that's not perfectly working. please have a look at the fla. i can't explain it that well. its supposed to be pulled out and pushed back in. but when you click the button after that, it's weirdly jumping.

i guess the hole construction is way to fuzzy for that kind of simple stuff. but i don't know any better yet.

thanks a lot

Issue With Gotoandplay
I have a character class that has 4 frames at the end of the movieclip timeline. Each frame is an image facing a different direction. Each frame has a gotoandplay command that directs to the itself (to loop the image of that direction). Problem is, when i run the movie, when one of the standstill animations is played, it shows every directions animation. I figured out that the frames are never looping meaning gotoandplay is not working how i want it to. Anyone know why?

_root.gotoandPlay Issue
Have a scene called 'movie' which has a series of moviclips in it. At the end of each movieclip there is the following action:

stop();
_root.gotoAndPlay(10);


but it doesn't work, just goes to the start of the movie clip. need it to go to frame 10 of the 'movie' scene timeline.

Any help appreciated.

Deborah

GotoAndPlay Scene Issue...
I have a movieclip (player) which has a whole bunch of moving codes and hitTests and such within it as a function, and gets called on the mainstage in the onClipEvent(enterFrame)...All of that works fine. The problem is that I have afew scenes that I need to change to, and it wont seem to let me do it. Right now I've been using a function code that should work...This is just an example, trying to get it to the GameOver scene.

function GameOver() {
_root.gotoAndPlay("GameOver",1);
}

It is defined in a Code layer on the main stage, then within the player in one of his functions.

if (_root.playerHP._x<=13) {
_root.GameOver();
}

I have put a trace in the GameOver function, it works. and a trace in the if statement, which also works. The problem is the gotoAndPlay. Anyone have any ideas?

EDIT: If you want me to post it I can, but it is a little messy.

OnLoadComplete GotoAndPlay Issue...
Hello...

I am trying to use MovieClipLoader with a preloader and it works fine if I am just loading the movieclip into a empty movieclip when the preloader reaches 100%. But instead of loading the movieclip I wanted to go to a specific frame with in the preloader to show another motion tween then I will load the movieclip and continue on. Not sure how to go about this. I tried onLoadComplete but that did not work. Here is my code so far with it loading into the empty movie clip.

loader_mc.bar_mc._xscale = 0;
var myLoader_mcl:MovieClipLoader = new MovieClipLoader();
var mclListener:Object = new Object();
mclListener.onLoadProgress = function(target_mc:MovieClip) {
trace(getTimer());
var prog:Object = myLoader_mcl.getProgress(target_mc);
var pctLoaded:Number = Math.round((prog.bytesLoaded/prog.bytesTotal)*100);
loader_mc.bar_mc._xscale = pctLoaded;
loader_mc.pctLoaded_txt.text = pctLoaded+"% loaded";
};
myLoader_mcl.addListener(mclListener);
myLoader_mcl.loadClip("bigfile.jpg", this.createEmptyMovieClip("holder", 2));

[F8] Small GotoAndPlay Issue
Greetings....

I have a small problem. I have buttons that goto frames with a single movieclip. It works fine, except that if you click on any of the buttons a second time, it brings up the next mc from the next frame. And if you continue to click a button, it alternates between the correct frame and next frame.

All of the buttons have the simple

on(release) {
gotoAndPlay(frame#);
}

actionscript. So I can't figure out why clicking a button again wouldn't just send it to the same frame.

help!

GotoAndPlay(frame) Issue
I am using this script on a button:

on(press){
unloadMovieNum(1);
}

on(release){
gotoAndPlay(9);
}

Which basically means, i want to remove remove the swf on the top level.. and goto and play frame 9 on the lower level swf... but it doesn't work, it just takes me to frame 1.. is there any way to get this working?

Thanks

Hittest And GotoAndPlay() Issue
I have two movieclips and the problem comes when i want to use hittest().

The two movies both have frame called "explode" in them that is about 4 or 5 frames long.

So when the two movie clips collide i have

PHP Code:



mc1.gotoAndPlay("explode");mc2.gotoAndPlay("explode"); 




The collision happens and the "explode" frame starts playing but the pproblem is that it playes over and over as long as the objects touch.

the last frame of the "explode" frames has the stop(); in it but it still playes it over and over.

I was just wondering if there is a way to play "explode" just once instead the whole time objects are touching.....

ty for any input

GotoandPlay Issue With Some Browsers / Mac
Hi !

I have a nice problem here.

I have tried to isolate the problem but still cant figure out.

I have a simple button with:

ActionScript Code:
on(release){
gotoAndPlay("MYFRAMELABEL");
}


It works fine on my PC, but I got the issue with MAC OS X 10.3(IE+Safari).
Some people on PC seem to have the issue also.

Let say I am at frame 10 and I tell flash to gotoAndPlay(20) it will works fine -- on every platform/OS. But If I tell flash to gotoAndPlay on a previous frame than the currentframe, everything in flash disappear and I need to restart the flash...

Any idea ?

Thank you,

Max

Simple Movie GoToAndPlay Issue..?
This should be a simple one..

In my main stage ive got a movie clip with an instance 'boySitting' I want to be able to play that movie on my main stage when the main timeline reaches the keyframe.. however.. I want it to play from a frame label "startEyes"

On the keyframe I want it to play from I have the code

_root.boySitting.goToAndPlay("startEyes");

However... its not working... can someone give me a quick hand?

Cheers
ex

[F8] The Same Button Path - Gotoandplay Issue
OK, i've seen this posted a few times, but still can't figure out why it isn't working.

I have a clip embedded 2 levels down. Inside that, I have a "closeX" button, which I want to send the movie back to the usamap, frame 1 spot. It's not working

-The actions are on the frame
-the X button's instance name is caliclosex (that's CLOSE-x, not sex)


Any ideas?

Simple Combobox Issue With GotoAndPlay Function
I'm quite new to Flash and was put onto a job that requires simple Flash use.
I've visited several forums but none are as simple as my problem. I am currently making a overview tutorial on our software, and I simply want to have a combobox that skips to the frame I choose.

I have put the data as the names of sections within the software I want to skip to, but I am willing to change them to whatever makes the creation of the combobox easier weather its frame numbers or whatever.

And as a side helper I am trying to change the highlight color to something other than the default light green and dark green selection.

Any help is appreciated thx.

GotoAndPlay... Puzzling Issue? Button Functions Promperly Ever-other-click
This seems really simple... but I can't get it to work properly. The button works properly ever-other-click. I basically have 4 frames, this button is loaded into an emptymovieclip in frame 1. Click it once an it goes to the promper frame, (2). On the second click the same button loads frame (3) (not intentionally)??? I removed all the AS in frame (2) except Stop (); but it still oscillates between frame 2 and 3... I really have no idea why?


Code:
_root["MenuHolder"+i]["button"].onPress = function() {
_root.gotoAndPlay (2);
_root.ContentMC2.loadMovie("swf/" + this.buttonswf);
}

Big Issue With Preloading External SWF And GotoAndPlay("Label") At Level
hi guys,

I have three buttons in my main.swf to load different swf files at levels. I am really stuck with this problem for a long period of time. Plzzzzzzz... help me out.

When I clik on a button it should check whether the external swf loaded in memory cache or not, if no then it should preload the same and after that gotoAndPlay("frame") at level.


I'll be very greatful to all of you..........

Issue With #include And Gotoandplay("label")?
I'm launching a small site today where I use #include for loading most of my actionscript, and I came across a problem I wasn't able to solve, hope someone here have some advice.

On the timeline I have a preloader (Thank you mr brimelow! :) ) , and after that three labels called start, intro, film.

If I include my asfile on the start label, the buttons on my intro layer does not work. If I move the include to the intro label, it works, but of course, the buttons on my start label stops working. I receive no error messages.

Is there any known issues with useing #include, or do you think I should look elsewhere?

It might not have anything to do with #include, It seems to me like the whole timeline is "confused" in some way: I have a back button on the film label, that says goto intro, but sometimes it goes to the start label. Very confusing. I seem to have had more of these problems working in flash8 than ever before, could it be a bug in the player?

I have made workarounds for this in the site I'm launching but I hate being stuck, so ...

m.

GotoAndPlay This...then...gotoAndPlay That? (transition Animations For Menus)
Hi all,

Quick question. How do I make my nav buttons trigger an animation that removes the main menu graphics(in an animated way) then loads up the graphics for the relevent section thats been selected?

All I can do is have the buttons click straight to the frame label with the relevent pages on them. I need to have an 'ending animation' for the main page to see first before continuing on.

Thanks for any help.

GotoAndPlay Works, But Now This.gotoAndPlay?
I want to but my navigation in the library. Then when a certain button gets clicked, I want to go to a certain scene.

So I have the action

on (Release)
{
_root.gotoAndPlay ("Scene 3", 1);
}

for the button in the library. This does not work. If I put this in Scene 1 on the first frame, it also doesn't work. Putting

gotoAndPlay ("Scene 3", 1);

there works.

So my question is: How do I change between scenes from a library button?

[MX04] GotoAndPlay Then GotoAndPlay
Newbie here... how would you do this...

if (_currentframe=="concept_stop" or _currentframe=="develop_stop" or _currentframe=="gallery_stop") {
gotoAndPlay(_currentframe + 1) THEN gotoAndPlay("develop_start");
} else {
gotoAndPlay("develop_start");

Basically, I want it to play the frame after the current frame until it stops, then play the develop start frame... how would you do that?

[CS3] Still Having Clock Time Zone Issue---and Dynamic Text Box Issue
I'm trying to do a clock that displays another time zone. The problem I'm having is that instead of running on a 12 hour clock, its on a 24hr one.

any insight as to how I can change the time?
Currently the clock is displaying
23:00p-Jul.22

I want it to display 11:00p-Jul.22

var dayText:String;
var dateText:String;
var monthText:String;
var AmPm:String;
_root.onEnterFrame = function() {
var myDateate = new Date();
//var sec:Number = myDate.getSeconds();
var min:Number = myDate.getMinutes();
var hour:Number = myDate.getHours();
var day:Number = myDate.getDay();
var date:Number = myDate.getDate();
var month:Number = myDate.getMonth();
//var year:Number = myDate.getFullYear();
//sec = sec<10 ? "0"+sec : sec;
min = min<10 ? "0"+min : min;

//AM/PM
if (hour>12) {
hour = hour-12;
AmPm = "p";
} else {
AmPm = "a";
}


//day
if(date == 1 || date == 21 || date == 31) {
dateText = date+"";
} else if(date == 2 || date == 22) {
dateText = date+"";
} else if(date == 3 || date == 23) {
dateText = date+"";
} else {
dateText = date+"";
}

//month
if (month == 0) {
monthText = "jan";
} else if (month == 1) {
monthText = "feb";
} else if (month == 2) {
monthText = "mar";
} else if (month == 3) {
monthText = "apr";
} else if (month == 4) {
monthText = "may";
} else if (month == 5) {
monthText = "jun";
} else if (month == 6) {
monthText = "jul";
} else if (month == 7) {
monthText = "aug";
} else if (month == 8) {
monthText = "sep";
} else if (month == 9) {
monthText = "oct";
} else if (month == 10) {
monthText = "nov";
} else if (month == 11) {
monthText = "dec";
}

//display
dateDisplay.text = hour+":"+min+ AmPm + "-" + monthText+"."+ dateText;
};

Complex Audio Issue..or Maybe Just Syntax Issue
what's up peoples. I'm building a new site for my studio and having some audio issues i can't explain very well, so here goes:

I've got an external .swf successfully loading into _level6 of my project with it's own audio. and from reading thse forums, i know that if i want to control the audio independently of other audio, i need to attach the sound object to a seperate movieclip, which i'm doing and I can control the audio just fine. However, when i click to load in a dynamic image into a dynamicly loaded movieClip, the volume button no longer works. Both the soundobject's mc and the dynamic mc's are being loaded into the nextHighestDepth() so i don't think one is kicking out the other. Here's what i've got:

Code to attach the soundObject when the section starts:

Code:
this.createEmptyMovieClip("soundstage6",this.getNextHighestDepth());
work_sound = new Sound(soundstage6);
work_sound.attachSound("myaudiofile");
work_sound.start(0, 999);
Code to control the volume:

Code:
this.testVol.onPress = function () {
this._parent.work_sound.setVolume(0);
}
Code that loads in my dynamic images:

Code:
this.testLoad.onPress = function () {
_root.attachMovie("infoClip", "infoClip", this.getNextHighestDepth(), {_alpha:0, _x:491.1, _y:193.9});
}
that testLoad button does severl other things when clicked, but when i comment out that particular line of code, the volume control button contines to work. I'm sure this has something to do with the fact that all of this is occuring on _level6 but i have no idea why or how to fix it!!!

Anybody have any ideas? Sorry for the long and complex explination!!

Mac Textinput Issue + New Player Fullscreen Issue
Please inform me if I am a total idiot,... but it appears that holding down backspace while in a TextInput on a mac will only delete one character rather than deleting chars as long as the button is held down. I have tried making the simplest project consisting of only a base sprite and a textinput, and it fails (i thought i may have been preventing the event from bubbling or something.) I tested the movie on PC and holding down backspace works fine. Is this a known issue? and so I just have to extend textInput?...

Also, it seems like when coming back from fullscreen in a swf embedded on a page causes some flickering of the swf content upon resizing the browser window, 3 people I know have also encountered this problem.

Thanks for any help,

Chris Laan

Button Issue In Flash - Program Issue
all of a sudden when i create a button and place it on stage i cant click it to drag it, scale or whatever...instead when i hover over it it behaves as in a compiled swf file (cursor changes into a hand,...).
How can i change that to the way it was? Anyone had this problem before? It is becoming really irritating.

Level Issue Or Version Issue?
hi,

wondering if anyone knows why this movie here:

http://www.pixel360.com/dev/zoompan.html

works fine as it is, but when loaded into another movie, into an MC called 'blankmc1' it will drag, but not zoom?

Also when i try exporting it as AS 2 and Flash8 the zoom handle sticks to the top of the screen?

source here:
----------------------------------------------
http://www.pixel360.com/dev/zoompan.fla

weird?

Help With Crash Issue/actionscript Issue
Hello all,
My name is Josh and I want to say thanks for even reading my post, I appreciate any help I can get. I am here at work trying to edit a flash intro I bought from templatemonster (no im not a newbie, but this is the one my boss really liked, so what he wants he gets). Im trying to edit it here and i first opened it in Flash 8 which is what i normally use. So, im editing it and usually after I edit a few things I would like to get a glimpse so i test the movie real quick. Well, everytime the "export movie" dialog box came up, it stops at about a little more than half way and the box goes away and NOTHING comes up. IT doesnt freeze, but my test movie doesnt show like something usually would. So i tried installing/uninstalling it to no avail. Finally my boss went out and purchased flash cs3 and we installed that. So im editing it again, and went to test movie, and this time it gets 3/4 way done and "flash has unexpectedly quit" etc etc. So im starting to think its something with the actionscripting maybe?? i dont know but im really frustrated and need some help here. And also, even if I tried to just plain export the movie to swf, crashes too!
Thanks everyone!
-Josh

Flash 8 Pro Issue Interval Issue
Hey, I've been working on my site for a few weeks trying to get it all just right, and I'm making it import text, to text fields from external documents, I've been using loadVariablesNum() and createTextField() to post the text onto the flash document.


ActionScript Code:
//0x393c39;
       
this.createTextField("forum_box",this.getNextHighestDepth(),212,3,162,120);
forum_box.wordWrap = true;
forum_box.border = true;
loadVariablesNum ("forum_txt.php", 2);
function ftv() {
   if (_level2.forum_txt != undefined) {
      trace(_level2.forum_txt);
      forum_box.htmlText = _level2.forum_txt;
      clearInterval(ftt);
   }
}
var ftt:Number = setInterval(ftv, 100);

this function keeps looping, it is in a frame that is only called once, i tested this by placing a trace at the very begining , just to see if it would echo it to the output screen more than once, It seems my interval isn't stopped by clearInterval(). if anyone can see my issue here it would be greatly helpful.


Thanks

Help With If() And GotoandPlay()
Ok. I've been a programmer for many years and in many languages, but I seem to be SUCH A NEWBE when it comes to Action script.

What I am trying to do is set up a flash file that is made up of multiple scenes, and each time the flash file runs I want it to go to one of a set of random scenes in this file.

So, I started to come up with a what I thought was a solution. WOW... It doesn't work...

Here is the code. I'm using F5. The scenes are named "0", "1", "2", and "3". I threw in the "trace" (that didn't seem to help me while debugging this (that's another question I'll ask later) and the "unknown" scene was thrown in to also help with debugging.

The system always runs down and stops on the "unknown" scene.

Any help would be Greatly Appreciated.

Thanks,

William Howard

// Code start here ----

newscene = int(random(3));
trace ("newscene");
if (newscene == 0) {
gotoAndPlay ("0", 2);
}
if (newscene == 1) {
gotoAndPlay ("1", 2);
}
if (newscene == 2) {
gotoAndPlay ("2", 1);
}
if (newscene == 3) {
gotoAndPlay ("3", 1);
}
gotoAndPlay ("unknown", 1);

// Code ends here ----

Gotoandplay ?
i have 2 scenes and I am trying to go back to scene 1 from 2 and vice versa. I have this code on a button in scene 2, but it will not go back to scene 1, why? Do I need to use _root somewhere?

on (press) {
gotoAndPlay ("Scene 1", 1);
}

Gotoandplay )o:
i swear to god im going to kill someone if i dont figure this out soon.

gotoandplay does not work in my movies! i'm probably missing one little thing but it's pissing me off!

i want to assign gotoandplay on release of a button to a different scene, but i've tried everything and it does not work! is it just my version of flash?

excuse my newbieness here.

what is the proper way to do this?

is this right?

on (release) {
gotoAndPlay ("name of scene", 1);

}



where "1" is the frame of the scene i wish to play at

Gotoandplay
in a movie clip inside my main swf, i have a button that i want to go to and play at the frame labeled "main" in frame 1, in the button i put this


Code:
on (release) {
gotoAndPlay ("Scene 1", "main");
}
and it just reloads from frame 1, i also tried using 82 instead of "main" and it still did the same thing, am i doing something wrong?

GotoAndPlay
I'm having trouble with a button and gotoAndPlay

I have a button that is on a movie clip. I have placed that movie clip on the main timeline. What I'd like to do is when this button is hit for the main timeline to jump to a certain frame. I can't seem to get this to work, despite how easy it should be. I've tried using frame labels and just using the frame number. I've had the button do other things, such as changing the alpha on other movie clips that are also on the main timeline (just at least seeing if I can do something with the button).

I went into the normal mode for the actionScript in Flash 5 and have tried with putting the scene in there (despite that it's a one scene movie, just that the button is inside of a movie clip rather than directly on the main timeline). I also tried putting this.gotoAndPlay, but no luck. Any ideas?

Thanks

GotoAndPlay()
G'Day,
I am currently loading a menu onto a movie. That menu controls the bottom movie. The bottom movie has many scenes. When I press on one of the menu buttons to go to a particular scene and a particular frame on that scene, the whole thing craps itself and gets me VERY angry.
I'm using:

on (release)
{
tellTarget(_level0)
{
gotoAndPlay("products", 1);
}
}

What's all that about? Any help would be greatly appreciated!

GotoAndPlay Help.
I have a movie clip that I want to place on the stage three times. I want to control each one separately with three buttons. I've put a stop action in the first frame of each clip. How do I call them separately? By Instance name?
Please Help.
Thanks.

GotoAndPlay
I have a question. Is it possible to have a button, where by pressing it, you go to a certain frame, and after it passes a few frames, for it to skip to another frame somewhere else. I know this is possible, but can you do it all in the actionscript of the button. so, for example, it goes to frame 30 up to 40, and then skips to 60 and continues on. I hope i can get help, it would really do me a lot to know. Thanks

-Paul

GotoAndPlay
Sorry, such a dumb question. But, I've been playing for the last 2 hours trying to solve this problem. If anyone could help I would greatly appreciate it.
I just installed Swish and I'm stuck!

Simple; Scene 1, Create text called "Option 1", "Option 2" etc.

I imported .png images and turned them into spites with fade in animation.

Set action on text to "On Roll Over" ,"Tell Target/Image1"

Help files refer to "GotoAndplay" action, and I can't figure out where they are calling on the spite to run.

Summary; I want to roll over several text fields or buttons and have the specific image spite play.

Gotoandplay
I forgot how to use a variable or expression to tell the timeline to go to a specific frame. Anyhelp?

Mc.gotoAndPlay?
how do i target a mc to play a certain frame, from another mc?

-_root.a.gotoAndStop (2);
(doesn't work)

GotoAndplay
Hi,

I'm having trouble triggering a scene.
I use a scrolling menu, and when I give the instruction to the buttons in the scrollingmenu : on release gotoAndplay Scene(nameOfscene) frame(framenr) ,nothing happens.
I use a rollover command to slow the scrolling menu down when mouse is over.
But even when removing this code and use only on release goto scene there is no result.

When I put a button directly in to scene 1, without the scrolling window the command works fine.

When I want to trigger a movie from within the scrolling menu it works fine, but triggering a scene doesn't.

I use flash 5.

anyone has any idea's?

Gotoandplay Help Plz
I tried .root_gotoandplay() but after that all of the buttons wont let me change each ones gotoandplay even after i take the .root out. and it also gives me 2 errors that shouldent come up

Symbol=new window template, Layer=Layer 1, Frame=3: Line 1: Statement must appear within on handler
gotoAndStop(2);

Symbol=new window template, Layer=Layer 1, Frame=3: Line 1: Statement must appear within on handler
gotoAndStop(1);

and the on handler on the buttons is

on (release) {
gotoAndPlay(1);
}

plz help me! the last one that said put .root_ messed up my buttons!

GotoAndplay
Hi,

Pls help me.

My problem:
From my movieclip gotoAndplay maintimeline frame 2, How to do it?

Thanks

GotoAndPlay HELP
Hi guys

I have a multiple scene movie with a nested movie in each. This nested movie acts as a menu. The menu has 3 buttons. When a user clicks on the button I want the main movie to swap scenes. Is this do-able.

I can't get it to work with this code attached to each of the menu buttons:

on(press)
{
gotoAndPlay("kiwi",2);
}

"kiwi" is the name of my scene.

what am I doing wrong?

cheers

GotoAndPlay - Won't
Hi, I am using Flash MX althought I am publishing the movie as Flash 5.
I have a movie with 2 scenes "Intro" and "Main".
I have a couple of buttons inside a MC on "Main". One of the buttons I want to take me to frame 0 on "Main" and the other I want to take me to "Intro".
This is what I have but it is not working.

Code:
on(press){
_root.gotoAndPlay("Main", 0);
}
And


Code:
on(press){
_root.gotoAndPlay("Intro", 0);
}
I have even tried replacing the _root with _level0 and it still won't work. If you can help I would be grateful.
Thanks Lee

GotoAndPlay
I have assigned a button inside of a movie clip on the stage this action:

on (release) {
gotoAndPlay("level1", 1);
}

level1 is the scene name and i want to play frame 1. Am i missinbg something? Please post if further detail is need.
-thanks

GotoAndPlay...
... simply doesnt work on a simple animation. Fed up of this. Actually i happenned to make a small animation with motion tween with 40 frames. on frame 20, I have given stop(); with a button with the following script in it (Note: This button is on a movieclip)
____________________________________
on (release) {
nextFrame();
}
____________________________________
But this doesn't work. This is to make the movie work like forward play & reversed play. But this thing doesnt work. Simple script but causing lot of mental dismays. Please Help!!!!
Rgds
bhaskee

GotoAndPlay
Ok...so I'm beginning to get really irritated at Flash, and I have a feeling I'm doing something wrong that I'm completely unaware of. My movie just starts into a new scene, and the first thing I want it to do is to start playing a movieclip from a specific frame. I have tried so many things and it's not working.

If I do movieclip.gotoAndPlay(16) right from the first frame, it won't do anything. Also, if I do onClipEvent(load/enterFrame) { this.gotoAndPlay(16); } inside the actionscript for the movieclip itself, it still doesn't do anything. However, if I put something like movieclip.onrollover = function() etc, then it'll work. However, that doesn't help me because I want it to play as soon as the scene starts..any ideas what could be causing it not to play properly?

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