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Manipulating Loaded Movies Before They Are Fully Loaded


Is there any way to manipulate a movie, e.g. play, stop, roll over etc. that has been loaded using loadMovie or loadMovieNum BEFORE it is fully loaded? From the LOADING movie that is. Not the LOADED movie...
If so. How?




ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 12-20-2006, 04:24 AM


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I have two Flash movies on the same webpage (http://www.affinityfilms.com/WillowTreeHomepage2.html). How do I program them to only begin playing when both are fully loaded?

Right now, they only play correctly when both are already loaded in the cache.

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Hi,

I'm building a site that streams a series of small movies into some preset into instances on the _root timeline but are paused on an empty frame 1 until needed. So while the first movie is playing the second movie is already being loaded and is cued on frame 1 ready to play.

However, if the timeline tells the loaded movie (i.e. _root.content ) to play frame 2 before this movie has finished loading it will not play. This shouldn't happen because the movie loaded into _root.content should have loaded, but I need a failsafe.

Is there a way to run a routine once the _root timeline is finished to constantly check the status of the movie being loaded in _root.content and then play once it is loaded.

I've tried running this code in a routine:

if (_root.content._framesloaded >= _root.content._totalframes) {
_root.gotoAndPlay(2)
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I am randomly loading external swfs into my main movie. I've got the random part working. However, I don't know how to make sure the random swf is fully loaded before jumping to a specific frame in my main movie.

I have a preloader inside each external swf, but I don't know how to make my main movie understand that the random swf is completely loaded before the main timeline should gotoandPlay("start").

What I Have So Far:

I have a blank MC (named "location") on the main stage, which I am using to hold the random swfs. On the first frame inside this MC, I have the following code:

choice = Math.round(Math.random()*2);
switch (choice) {
case 0 :
location.loadMovie("image0.swf");
break;
case 1 :
location.loadMovie("image1.swf");
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case 2 :
location.loadMovie("image2.swf");
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}

Loading the random swfs is working perfectly. But after the external swf is fully loaded, I want to move onto a frame labeled "start" on the main stage. I just don't know how to make sure the random swfs are completely loaded before I say gotoandPlay("start").

I've tried piecing together bits from so many tutorials, and I just don't know what I need to do to make it work with my current code.

Thanks so much!

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hey all,

I am trying to load an external swf into a target. when the swf is completely loaded, i want to execute the next set of actions.

Now here is the bit i'm stuck. I am trying to develop my flash websites so that no coding is done within the child swfs.

so i would assume some code like this would work:

_root.holder.loadMovie ("child.swf");
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}

However it doesn't work!!!

So is there a way to detect when a specific child swf has fully loaded into a target (not _framesLoaded please!) and then set a variable to allow some other actionscript to kick in?

please help if you know,

using mx btw

cheers,

Kd

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Hmm im never any good at putting my problems into words, and you will proberly ask to see the FLA so i included it all with a ZIP. Most of the FLA works fine because the images are the same size however photo 10 is not the correct size and demonstrates my problem of not being centerlized.

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Is Flash 5 designed for that or am I asking for trouble and should split the .swf into smaller .swf's and then wait until the movie of the portion I need is fully loaded?

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hi

i have the script below thats working well for the preloader
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i want it to start later or start when its fully loaded....how do
i modify the script to do this......thanks

stop();
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code: stop();

this.createEmptyMovieClip("introContainer", this.getNextHighestDepth());
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I have Movie that has a preloader on the 1st Frame and then on the 2nd Frame a swf is loaded using this script...

stop();
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This loads my test_1.swf into the test_1 mc inside the cc mc.

This all works fine.... However what I want to know is how to only gotoAndPlay ("3") after the test_1.swf has been fully loaded?

The idea I'm working with is that... an initial swf (simply an image with a preloader - test_1) would load into the background when the swf is started and then a menu would appear in frame 3 that would allow the user to replace the background swf with button clicks..... But at the moment the menu on frame 3 is loading before the background swf is loaded.

I've been searching for ages but I can't seem to find a thread that deals with this... it could be that I'm looking for the wrong thing.

Any help would be much appreciated - Thanks!

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I can get this to work if I place a 500 millisecond delay in JavaScript, but that's not going to be a solution for my client since each machine may take longer than 1/2 second for whatever flash is doing.

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Hello everyone.
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Why can I not get this to work
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Best regards
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Wutsup Doods,
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__________________________________________________ ___


onClipEvent (load) {
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__________________________________________________ ___

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Hello everyone.
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This is working great, BUT i cant seem to get access to the image once its loaded. What i mean is, how can i change its dimensions, or how can i just its smoothing, any of of its properties really.

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I can load the movie in no problem, but when I try to get to the manipulation part is where I am running into problems. I have been searching through previous posts here and was referring to this one:http://www.kirupa.com/forum/showthread.php?t=79640
for guidance in making certain that the clip is loaded before the script runs to (in this case) scale the clip.

Right now, once I apply the code it is not working and it is unloading an image that was previously loaded into the file. I have checked to make sure that I am not loading into the same level.

The loaded swf that I am trying to scale is the text that comes in that says "A Catholic Church Organization Serving the Church"

You can see the swf before I try to scale the clip

and after

Here is the code before:

_root.createEmptyMovieClip("text", 12);
_root.text.loadMovie("serving.swf");
_root.text._x = 165;
_root.text._y = 350;


And the code after:

_root.createEmptyMovieClip("text", 12);
_root.loadMovie("serving.swf", text);
_root.text._x = 165;
_root.text._y = 350;
_root.onEnterFrame = function() {
if (_root.text.getBytesLoaded()>=_root.text.getBytesT otal()) {
MovieClip.prototype.grow = function(a,b) {
this._xscale += b;
this._yscale = this._xscale;
if (this._xscale>a-1 && this._xscale<a+1) {
delete this.onEnterFrame;
}
}
}
};
_root.text.onEnterFrame = function() {
this.grow(250,50);
}


If I should post the fla, please let me know.

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Manipulating Swf Loaded Into Main Movie Problems
I am trying to change some properties of a movie that I have loaded into my main swf using the loadMovie command. I am applying the code to the instance of the movie clip that the movie is loaded into.

I can load the movie in no problem, but when I try to get to the manipulation part is where I am running into problems. I have been searching through previous posts here and was referring to this one:http://www.kirupa.com/forum/showthread.php?t=79640
for guidance in making certain that the clip is loaded before the script runs to (in this case) scale the clip.

Right now, once I apply the code it is not working and it is unloading an image that was previously loaded into the file. I have checked to make sure that I am not loading into the same level.

The loaded swf that I am trying to scale is the text that comes in that says "A Catholic Church Organization Serving the Church"

You can see the swf before I try to scale the clip

and after

Here is the code before:

_root.createEmptyMovieClip("text", 12);
_root.text.loadMovie("serving.swf");
_root.text._x = 165;
_root.text._y = 350;


And the code after:

_root.createEmptyMovieClip("text", 12);
_root.loadMovie("serving.swf", text);
_root.text._x = 165;
_root.text._y = 350;
_root.onEnterFrame = function() {
if (_root.text.getBytesLoaded()>=_root.text.getBytesT otal()) {
MovieClip.prototype.grow = function(a,b) {
this._xscale += b;
this._yscale = this._xscale;
if (this._xscale>a-1 && this._xscale<a+1) {
delete this.onEnterFrame;
}
}
}
};
_root.text.onEnterFrame = function() {
this.grow(250,50);
}


If I should post the fla, please let me know.

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How To Replace Embedded Movie When Web Page Is Fully Loaded
I want to initially load very small swf or gif images, wait until the web page is fully loaded, then load the full size movie. What is the best way to do this - some kind of image swap in the web page using an "onload" script, or via actionscript to load a replacement movie?

If I go the actionscript route, can flash determine when the containing web page has fully loaded?

If I go the onload javascript route, does anyone know if the DOM for various browsers can handle changing the src attribute for embed and/or object tags?

Any other good methods to do this? The current problem is that users with low bandwidth sometimes do not see the HTML page render until the swf is done loading. See the pages at www.bvex.com.

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Preloader Not Showing Till Movie Fully Loaded
I've made a preloader for my movie (1.5 mbs), but when it is loading online, the screen is blank until the movie is fully loaded and then the preloader blinks by briefy and then goes to the main movie. Why is this happening?

Nick

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How To Know From A Flash-movie That Is A HTML-document Fully Loaded?
can anybody to help me?
how to know from a flash-movie that is a HTML-document fully loaded?

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[MX04] Stroke On Image Isn't Fully Appearing When Loaded
I'm doing a bunch of simple LoadMovie actions for .jpg images into an empty movie clip.

I applied strokes to the .jpgs in photoshop and everything looks fine there, however, when loaded, the right side (of the strokes) on some of the images won't appear. I'm doing a lot of different jpgs this way, some are fine loaded-- others arn't.

This is totally annoying. If i was importing, I'd just make one in flash, and stick it on, but I have to do a LoadMovie.

Any ideas?

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How To Stop An External Swf File From Playing Until Fully Loaded
I have a large (25MB) video file that was given to me. It's a swf file that someone created from a quicktime movie. I can't just use this swf file as it needs to fully load before playing. I have created a preloader that loads the external swf and shows a progress of the external swf file. However, the external swf file starts playing. I want to stop the external swf from playing until it fully loads.


AS3 code...

var maskStart:Number = -148;
var maskFinish:Number = 60;
var maskMove:Number = maskFinish - maskStart;

var fileURL:URLRequest = new URLRequest("islandCompaniesCareers.swf");
var myLoader:Loader = new Loader();
myLoader.contentLoaderInfo.addEventListener(Progre ssEvent.PROGRESS,fileLoading);
myLoader.contentLoaderInfo.addEventListener(Event. COMPLETE,fileComplete);
myLoader.load(fileURL);

function fileLoading(event:ProgressEvent):void {

var percent:Number = event.bytesLoaded/event.bytesTotal*100;
logoMask.x = maskStart+ maskMove*percent/100;

//trace(percent);
pcLoaded.text = Math.round(percent) + "%";

if (event.bytesLoaded == event.bytesTotal) {
removeChild(logoMask);
//addChild(myLoader);
}
}

function fileComplete(event:Event):void {
trace("COMPLETE");
addChild(myLoader);
}

here's the test: http://www.islandcompaniesltd.com/me...cl-careers.swf

Please can you help?!

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