OnClipEvent (load) Not Doing Its Job
for some reason with my onClipEvent (load) the jolly thing does thats in the brackets after its loaded, the movie only has one frame in which it has these actions
Code: onClipEvent (load) { logonum = random(500); xnum = logonum*-1.25; this._x = Number(xnum); logo._x = Number(logonum) }
onClipEvent (enterFrame) { //rest of code in here, mainly consisting of duplicate movie clips and set properties } anyway, logonum is a random number between 1 and 500, and xnum is logonum*1.25 (duh)
the movies _x value is xnum and a movie inside the movies _x value is the original random logonum.
now where I get buggered is that it seems to feel like making a random number as though its an enterFrame, making the movie look all screwy instead of what its meant to look like.
now is this a bug or something? cause I only want this to happen once and once only unless the movie is reloaded.
any help appreciated
Novex
FlashKit > Flash Help > Flash ActionScript
Posted on: 02-17-2002, 08:04 AM
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HELP HitTest Doesn't Work When OnClipEvent(load) But OnClipEvent(enterFrame)?
Somehow it works for my embedded xml links (coz of using hitTesting) but some of the actions don't run.
Is there anyway to resolve this ?? Coz I want to have clickable xml links embedded within flash. Along with other effects that run at the same time.
I realised that I can only use onClipEvent(enterFrame) instead of onClipevent(load) to trigger the actions. But why is this so???
Hope I'm making sense here...
PS: I tried using only on(rollOver) and on(rollOut), simple button to trigger all the actions and they did. But I can't use buttons as there are xml links embedded within.
ActionScript Code:
onClipEvent(enterFrame){
if (this.hitTest(_root._xmouse, _root._ymouse, true)){
_root.button01_mc.gotoAndStop("over");
_root.image01bg.setMask(_root.blindOpen02);
_root.blindOpen01.gotoAndPlay(1);
_root.image01bg.tween("_x",10,0.75,"easeOutExpo");
_root.lines_mc.alphaTo(100,0.25,"easeOutExpo");
}else{
_root.button01_mc.gotoAndStop("up");
_root.image01bg.setMask(_root.blindClose01);
_root.blindClose01.gotoAndPlay(1);
_root.image01bg.tween("_x",760,0.75,"easeOutExpo");
_root.lines_mc.alphaTo(0,0.25,"easeOutExpo");
}
OnClipEvent(load) And OnClipEvent(enterFrame)
Hi all,
I'm using the code contains onClipEvent(load) and onClipEvent(enterFrame) and duplicateMovieClip() to make the snowing effect in the 2 first movie-clips but then, i cannot stop them in the next movie-clips. (All of my movie-clips in 1 scene only.)
Please help!
OnClipEvent(load) And OnClipEvent(enterFrame)
Hi all,
I'm using the code contains onClipEvent(load) and onClipEvent(enterFrame) and duplicateMovieClip() to make the snowing effect in the 2 first movie-clips but then, i cannot stop them in the next movie-clips. (All of my movie-clips in 1 scene only.)
Please help!
OnClipEvent (load)
ok im making my first game and i want when the left mouse button is pressed i want it to a bullet to fire off out of the gun now it dont work. i can get it to duplicate every thing the left mouse button is presed but i cant get it to start off at the gun. i want it every time the clip is duplicated to go off from the _x of the gun. so i tryed this
Code:
onClipEvent (load) {
setProperty ("rock" + ksj, _x, bob._x);
}
i put this on the duplicated movie clip.
"rock" + ksj is the name of the bullet and bob is the name of the gun.
ksj is the number of bullets fired to explain a bit more here is the code
Code:
on (press) {
frog = ksj;
korn = 1;
ksj = Number (frog) + Number(korn);
}
on (release) {
duplicateMovieClip ("rock", "rock" + ksj, ksj);
themin = "";
}
also on the first frame it says ksj="0"
has any one got any idea how to help me.
thanks for any help
OnClipEvent Load
I'm trying to follow David Doull's excellent tutorial on making games. The instructions say to:
"Right click on the spaceship movie clip and choose actions. In the actions window type
onClipEvent(load){
moveSpeed=10;"
}
I can't type in the actions winddow, but I double click on onClipEvent under Actions, and see it in the right window, but I don't see where to enter "moveSpeed=10". the bottom of the actions window says "Line1: onClipEvent (load){" . That line is greyed out, and down below that line are nine event buttons to choose from. Where do I enter "moveSpeed=10."
Thanks, Mike
OnClipEvent(load) HELP
How can i use this handler?
i got a movie that loads a few variables from a .txt file
i told flash to load this .txt file onto MyMC
the movie stops on frame 1 now i want the movie to play frame 2 when the variables are all loaded.
onClipEvent(load) should execute the action when the MC has already loaded the variables! i got 2 days working with that thing maybe im close who knows but i want you to tell me how it works =D i guess i like the easy way :S
OnClipEvent (load) {
i want to set a variable using the onClipEvent (load)
onClipEvent (load) {
_root.slider.reelSpeed = 2;
}
i am placing this ^ on the movie clip that is @ _root, in that movie clip there are 3 frames < ( 1st sets the variables *after the mouse rolls over a button* and the second calcualtes and locates the movie clip, 3rd sends the playback head to the second frame) . am i placing the:
onClipEvent (load) {
this.reelSpeed = 2;
}
in the right spot? bercause its not workin right
thanks in advance ,
Josh
OnClipEvent(load) Won't Do What I Tell It
Using a button to navigate to a certain SCENE and frame number no problem.
But trying to navigate to a different SCENE using the OnClipEvent(load) is not happening.
Example:
I have 2 scenes:
"Scene 1"
"main"
I have got 20 frames on Scene 1 with a keyframe on frame 10 which has a movie clip on it with the following script attached :
onClipEvent (load) {
_root.gotoAndStop("main", 1);
}
However Scene 1 just goes on and plays all 20 frames and seems to completley ignore my Event clip script.
Please help as my life is worthless without a solution to this problem.
OnClipEvent (load).... Won't
how come this don't work when i type it in....
when i see other scripts it works... is it just me?
onClipEvent (load) {
counterHolder_mc.loadMovie(siteCouter.swf);
}
OnClipEvent (RE -load) ?
ok this is my problem i have a whole bunch of actions being executed during onClipEvent (load) on a movie on a specific frame. i want a button to reset certain variables and re run through the on Load code - without skipping out of the frame and re entering it (causing a sort of flicker) if all else fails i guess i'll have to do that. But does anyone know of a way to reload a page that is already in view without leaving it?. i tried just adding code to the button saying gotoAndStop on the same frame but it didn't work.
ANy syggestion?
thanx
OnClipEvent(load)...
Alright, I have a ball on frame 1 that can be moved with the arrow keys. As soon as it touches a wall, I make it go to frame 2. However, on frame 2, i have the ball as an onClipEvent(load) instead of an onClipEvent(enterFrame) however, as an onClipEvent(load) the ball stops moving with the arrow keys. How do I fix this?
Why Use OnClipEvent(load)?
Hello, I am curious if there is any benefit to putting code inside the onClipEvent(load) event handler instead of simply putting any code you want run on the very first frame of the movieclip? It seems that both yield the same results; however, Adobe/Macromedia seems to discourage putting code directly on MovieClips and Buttons, so I'm actually curious why the onClipEvent handler has not been deprecated.
What’s Up With OnClipEvent (load) ?
Dear Group
I would like to load an external swf into a movie clip but I want to put the action script not in a layer, but in the movie clip itself. So I’m going with onClipEvent (load) . I have this script on the movie clip
onClipEvent (load) {
loadMovie("pic1.swf", this);
}
But…nothing happens! What am I doing wrong? I have changed the target from this to the name of the movieclip but also, no joy. Pls guys, any help would be greatly appreciated.
Thanks in advance
Vic
When To Use OnClipEvent(load) ?
I'm having some trouble with this statement.
I want to initialize a few variables when the playhead encounters a movieclip, thus loading it. Normally, you would have to simply use onClipEvent(load) { }
But in order to use this, you have to put this code on the object itself, and can't use it in the following manner: mc_ball.onClipEvent(load){ }
This would result in an error.
But that's exactly what I need, since I don't want the code to reside on the object itself, but in a framescript.
So I tried this code: mc_ball.onLoad = function() { } But this doesn't do anything. No errors, but it simply doesn't do anything. That's probably because this is only used in combination with the _root.loadMovie("mc_ball") statement? So, it works only when you dynamically load a movie from the library?
So my question: How can I execute a piece of code when a movieclip is loaded, without having to put the code in a movieclip-script, but in a framescript???
Thanks in advance,
Kasper
OnClipEvent(load) And AS3.0
I have been looking for the correct event that replaces the AS2.0 onClipEvent(load) in AS3.0. Basically I just want to run some code when a movie clip has been initialized on the stage.
The only thing that seems to do the job is the event RENDER. Although it seems to work with empty movie clips I am still unsure that it is the correct event.
example code:
PHP Code:
myMovieClip.addEventListener(Event.RENDER, myMovieClipInit);function myMovieClipInit(event:Event){ // initialization}
Any thoughts ?
Hokken
Help With OnClipEvent(load)
i want to be able to pass a parameter from my webpage into flash and i couldnt get it to work so i decided to put the parameter inside flash to start with to see if was a problem on my end and it still didn't work. can somebody please tell me what i am doing wrong and where this code should go.
ActionScript Code:
onClipEvent(load){set (hello, 1);if (hello=="1") {gotoAndPlay(104) }}
What’s Up With OnClipEvent (load) ?
Dear Group
I would like to load an external swf into a movie clip but I want to put the action script not in a layer, but in the movie clip itself. So I’m going with onClipEvent (load) . I have this script on the movie clip
onClipEvent (load) {
loadMovie("pic1.swf", this);
}
But…nothing happens! What am I doing wrong? I have changed the target from this to the name of the movieclip but also, no joy. Pls guys, any help would be greatly appreciated.
Thanks in advance
Vic
OnClipEvent(load) Bug
Hello,
I'm getting a weird error and I just can't get a way to go around it.
Everytime I make a jump to a previous frame all the objects are reloaded, they run the "onClipEvent (load)" again, but I don't want that! Is this a bug, or what?
I need to maintain the variables inside the objects as they are, when I make the jump.. anyone have an idea?
If this is not to clear, please tell me.. I really need to get this working!
Thank you
Gonçalo Oliveira
OnClipEvent - Load Movie ?
I applied the following script to four movies on the same timeline. I need to load a different movie depending on which movie has been dragged. The get URL is different for each movie, but instead of just loading one, it loads all four. Please help, this one seems to be more complex than I thought.
onClipEvent (mouseDown) {
startDrag ("", true);
}
onClipEvent (mouseUp) {
stopDrag ();
getURL ("movie11.swf");
}
OnClipEvent(load) And LoadMovie ?
Hi,
I bought your book "ATDG" and I can't find explanations on that :
Action script on a movieclip (named "cliptest") :
- 1st case :
onClipEvent (load) {
this.loadVariables("toto.txt");
trace("output1="+this._name);
}
onClipEvent (data) {
trace("ouput2="+this._name);
}
Output :
output1=cliptest
output2=cliptest
Which is quite normal.
2nd case :
onClipEvent (load) {
this.loadMovie("toto.swf");
trace("output1="+this._name);
}
onClipEvent (data) {
trace("output2="+this._name);
}
Output :
output1=cliptest
output1=
output2=
Which I can't understand !
Is there any explanation ?
Thanks (and sorry to bother you, but nobody can explain).
Fake OnClipEvent (load)...?
Is there a way to make a clip "reload" or update, just as it was loaded into the scene for the first time?
Hope I´m not to diffuse in my explaination...
HELP Dynamic Jpg's In A OnClipEvent(load)
HELP ,
it will not display the first picture but it displays all the rest fine i belive the onLoad cannot proccess variables but what can i do to fix my code . i have done many many searches on this fourm its hard to belive that someone else hasd not had the same problem
either way ANY HELP IS GREATLY APPRECIATED
onClipEvent (load) {
this.onLoad = function () {
clipname = _name;
name = _name.substring(4, 6)-1;
seriespic1 = _parent._parent.ser_pic[name+1];
loadMovie(seriespic1,"targetbox");
if (name>=0) {
_x = _parent["file"+name].babis._x+_parent["file"+name]._x+125;
}
// corrects the ypos of each page's first file (depends on the mc's height)
if ((name+1)%5 == 0 && (name+1)<>0) {
_x = -200;
}
}
this.onEnterFrame = function () {
seriesname = _parent._parent.ser_name[name+1];
seriesid = _parent._parent.ser_id[name+1];
serieslargepic = _parent._parent.ser_largepic[name+1];
}
}
Alternative To: OnClipEvent (load)
hey guys I'm stuck again,
I've got this on a movie clip instance and it works great:
onClipEvent (load) {
tellTarget ("music1") {
gotoAndPlay(5);
}
}
What I want to do however, is have "music1" play earlier on in the movie. I have a specific frame that I want it to start playing on. I don't want to wait until this clip loads.
I've tried just putting a keyframe on a frame within the main timeline and adding some script but, I can't make it work. What would be the correct way to do this?
Thanks again,
artane
OnClipEvent(load) Equivalent
I'm not a big fan of the 'on' and 'onClipEvent' event handlers, but I don't know how to get around using them in this case.
Movie.swf is loaded into _level1 of Main.swf. Now Movie.swf needs to be scaled 80% and center itself within _level1 of Main.swf when it loads, so I put this code directly on the movie clip instance in Movie.swf:
PHP Code:
onClipEvent(load) {
this._xscale = 80;
this._yscale = 80;
this._x = ((Stage.width / 2) - (this._width / 2));
this._y = ((Stage.height / 2) - (this._height / 2));
}
The code above works as I expect; after Main.swf loads Movie.swf into _level1, it is scaled and centered. What I want to know is if there's a way to put these instructions on an Actions layer instead of directly on the movie clip. I tried putting the following script on a separate Actions layer (and removed the code on the movie clip in Movie.swf):
PHP Code:
this.onLoad = function() {
this._xscale = 80;
this._yscale = 80;
this._x = ((Stage.width / 2) - (this._width / 2));
this._y = ((Stage.height / 2) - (this._height / 2));
}
It works as expected when I test Movie.swf, but when Main.swf loads it into _level1, it doesn't have any effect.
Any ideas on how I could do this?
Much Thanks.
OnClipEvent (load) Problem
Is anyone able to tell me why I cannot tell a movieclip to gotoAndPlay with the onClipEvent (load) unless I wait for an interval of time?
This is the code I am testing on the movieclip.
Code:
onClipEvent (load) {
var ball2 = this;
//ball2.gotoAndPlay(3);
var interval = setInterval(function () {
//ball2.gotoAndPlay(3);
clearInterval(interval);
}, 0);
trace(ball2);
}
if I uncomment line three and comment out the setInterval function it wont work. The code as is works but I am sure this has never been the case until 9am this morning.
Accesing Var From Onclipevent(load)
hiiiii,
heres what i have:
Code:
onClipEvent(load) {
var temp = _global.qwerty
}
onClipEvent(enterFrame) {
if (temp==_global.hello) {
trace([temp])
}
but it returns nothing
OnClipEvent(load) Equivalent
I'm not a big fan of the 'on' and 'onClipEvent' event handlers, but I don't know how to get around using them in this case.
Movie.swf is loaded into _level1 of Main.swf. Now Movie.swf needs to be scaled 80% and center itself within _level1 of Main.swf when it loads, so I put this code directly on the movie clip instance in Movie.swf:
PHP Code:
onClipEvent(load) {
this._xscale = 80;
this._yscale = 80;
this._x = ((Stage.width / 2) - (this._width / 2));
this._y = ((Stage.height / 2) - (this._height / 2));
}
The code above works as I expect; after Main.swf loads Movie.swf into _level1, it is scaled and centered. What I want to know is if there's a way to put these instructions on an Actions layer instead of directly on the movie clip. I tried putting the following script on a separate Actions layer (and removed the code on the movie clip in Movie.swf):
PHP Code:
this.onLoad = function() {
this._xscale = 80;
this._yscale = 80;
this._x = ((Stage.width / 2) - (this._width / 2));
this._y = ((Stage.height / 2) - (this._height / 2));
}
It works as expected when I test Movie.swf, but when Main.swf loads it into _level1, it doesn't have any effect.
Any ideas on how I could do this?
Much Thanks.
Alternative To OnClipEvent(load)
In AS 2, I frequently would have a small script on objects that weren't on the stage in the first frame that was something along the lines of
onClipEvent(load){
this._alpha = 0;
}
so I could see the object during design phase but it would hide itself in runtime. What's the best approach in AS3?
OnClipEvent (load) Problem.
alright. so this should supposedly be some simple script but for some reason, my dumb-*** can't figure out why it isn't working, or what I'm doing wrong to fix it. maybe I have the right script, but the wrong location. I'm also on Flash 8, by the way.
example. I have the movie clip labeled "characters" on the main timeline. in that movie clip I have one movie clip titled "boy" and another one titled "girl". the "boy" movie clip is lip-synced and talking up a storm with some audio, and somewhere down the line, "girl" movie clip is introduced and is also supposed to speak on the frame I labeled by the same name, "speak". I'm trying to specifically target a certain frame in her movie clip timeline to play, but I just can't get it right.
what I do have is:
onClipEvent (load){
_root.characters.girl.gotoAndPlay("speak");
}
now I know I could also have:
this.gotoAndPlay("speak");
I've tried placing the script directly on the "girl" movieclip when I want the event to happen, and then also placed the script on its own actionscript layer, but somehow, it just isn't working correctly.
like I said, "boy" is chatting up a storm, and let's say something like frame 200 is when I want "girl" to come in with her line, that specific audio frame within her movieclip timeline labeled, "speak". she also has about 6 other speaking cues that I'm trying to call up to coincide with movieclip "boy" while he talks.
can anyone offer any assistance as what is the best way to do this... ? or why it's not exactly working correctly... ?
thanks for any help.
herman
OnClipEvent Load Mc Under Layer... Bug?
Hi All,
Apologies in advance if this has been covered before. I've trawled macr's site and the web and have found nothing. I suspect I'm doing something extraodinarily lame :/
Flash 5, Win32:
I have a shape tweened mask layer. There is a key frame on frame 1 and a key frame on frame x.
Beneath the mask layer I have a movie clip with the following code attached:
onClipEvent(load) {
trace("frame: " + _parent.currentFrame);
}
The problem I have is that the load clip event seems to be called twice; once on frame one and again on frame x. If I remove the mask layer the load event is called once.
This has been tested using the flash 5 authoring player and the flash 6 plugin.
Does anyone have any idea what's going on?
I've posted a zipped archive of two sample movies if that helps anyone:
http://www.pixelbrothers.co.uk/matt/mask.zip
tia
matt
OnClipEvent (load) Reconvert To Flash4
I did a nice animation in flash 5 but now I have to reconvert the script to flash4 for user-reachability issues.
But I'm only familiar with flash 5.
Does anyone know how to rewrite those line in flash4 actionscripting?
by exporting from flash5 into a flash 4 swf he cant convert those three lines:
for (var i = 0; i<_root.numberOfOptions; i++) {...
onClipEvent (load) {....
onClipEvent (enterFrame) {...
full code for Clipevents:
onClipEvent (load) {
initialScale = int(Math.random()*50)+75;
this._xscale = initialScale;
this._yscale = initialScale;
scaleInterval = 3;
}
onClipEvent (enterFrame) {
modifier = this._xscale/100;
this._x+=(_root.distance/50)*modifier;
if (this._x > 850) {
this._x = -65;
} else if (this._x <-65) {
this._x = 850;
}
if (scaledUp == 1 && this._xscale<=scaleTarget) {
this._xscale += scaleInterval;
this._yscale += scaleInterval;
} else if (scaledUp == 0 && this._xscale>=scaleTarget) {
this._xscale -= scaleInterval;
this._yscale -= scaleInterval;
}
}
I replaced this by the actual MC name.
OnClipEvent And Load Movie Conflict
Is there a known problem when using OnClipEvent in an external swf. I ran into this problem recently, mostly when testing it on Explorer.
The external swfs in the site used an ASP script that was called using OnClipEvent. This was causing the swfs not to load. When the OnClipEvent was taken out and the ASP was called using a simple Load Variables command on the stage the movies loaded fine.
Has anyone else ran into this problem before?
OnClipEvent And Load Movie Conflict
Is there a known problem when using OnClipEvent in an external swf. I ran into this problem recently, mostly when testing it on Explorer.
The external swfs in the site used an ASP script that was called using OnClipEvent. This was causing the swfs not to load. When the OnClipEvent was taken out and the ASP was called using a simple Load Variables command on the stage the movies loaded fine.
Has anyone else ran into this problem before?
OnClipEvent Load Data As PreLoader?
i have a flash movie that loads external swfs into a movieClip on the maintimeline. can i use the clip event's "loadData" actionscript as a preloader for the movie that is loading into the clip? will it interpret the movie that is loading as "data" such as it does with passing variables?
OnClipEvent (load) Vs OnLoad Method
i place a mc named ball on the first and unique frame, on the stage
inside it i write:
onClipEvent(load){
trace("hello");
}
and it works as expected...
but what if i don't want to have code in the mc?
i can write on the main timeline, in the first frame:
_root.ball.onLoad = function(){
trace("hello");
};
and it doesn't work, unless the mc ball has some code, and surprisingly, all the code it needs is something like:
//
or even just an extra blank line
why does this happen?
is there another way to solve this?
because this is a simple example... but instead of a ball, i could have fiveHundred!!
This.onLoad = Function() Vs. OnClipEvent(load)
I have tried this with varying results:
I have an MC -- I put the following code in frame 1:
this.onLoad = foo;
function foo() {
trace("foo");
}
...no output
then I try attcaching this code to the same MC
onClipEvent(load) {
trace("foo");
}
and I get foo in the output win?
what gives?
tx
brian
Rotation OnClipEvent(load) Problems
I was expirementing w/ this supposedly simple script, but it bombs out whenever I preview it. Can someone help? The script is just applied to an MC instanced named "myMc"
Code:
onClipEvent (load) {
for (i=1; i<=6; i++) {
this.duplicateMovieClip("myMc"+i++);
this._rotation = i*5;
}
}
Thanks
Dynamically Using OnClipEvent(load) And URLs
edit: ignore the title, onClipEvent(load) won't work
How do I take something like this:
thumbscroller.maskedthumbs["displaythumb"+i].dynthumb.loadMovie(".."+dataRetriever["thumbpath"+i]+dataRetriever["thumbname"+i]);
and have a listener that tells me when it's loaded?
Problem Using A Variable In OnClipEvent(load)
I am loading in variables from a php page using the following
Code:
loadVariables ("user_online_nav/latest_news_info.php", "latestNews_holder");
latestNews_holder is the instance name of the MovieClip where I want to use these variables.
I can access the variables in the movieClip latestNews_holder no problem but I am trying to access one of the variables on a MovieClip in the latestNews_holder movieClip. Here is my code on the movieClip (instance name is: news_1_photo)
Code:
onClipEvent (load) {
photo_url = _root.latestNews_holder.photo_1;
photo_1 = "images/latestNews/"+photo_url+"";
this.createEmptyMovieClip("avatar_mc", 0);
avatar_mc.createEmptyMovieClip("holder_mc", 0);
avatar_mc.holder_mc.loadMovie(""+photo_1+"");
}
on this movieClip I want to access the variable photo_1. I can't seem to access it for some reason...?
If I just have this it works (manually putting what is in the variable photo_1)
Code:
onClipEvent (load) {
photo_url = "latest_news_photo.jpg";
photo_1 = "images/latestNews/"+photo_url+"";
this.createEmptyMovieClip("avatar_mc", 0);
avatar_mc.createEmptyMovieClip("holder_mc", 0);
avatar_mc.holder_mc.loadMovie(""+photo_1+"");
}
I have tried a ton of different ways to get the variable and none seem to work
eg: photo_url = photo_1;
photo_url = _parent.photo_1;
Anyway if anyone can help me out that would be great!
Adam
Equivalent Of OnClipEvent(load) In Class
Hi
I'm trying to get to grips with classes. How would I write this so it would work? .......
code:
class rotate {
public function rotate() {
onClipEvent(load){
// actions here
}
onClipEvent(enterFrame){
// actions here
}
}
}
I'm linking it to a series of thumbnails put on the stage using attachMovie.
thanks
mark
flash8
OnClipEvent(load) Or OnLoad=function()?
I was loading some jpegs into MC called "dropzone".
when I place directly on the "dropzone" this code:
Code:
onClipEvent (load) {
trace("loaded");
}
then it will trigger evrytime a new jpeg (or swf) is loaded into the dropzone.
but when I create a code:
Code:
_root.dropzone.onLoad = function (){
trace("loaded");
}
it will trigger only once when the flash is started, not when jpeg is loaded into the dropzone.
it's becase the code is "like inside" the dropzone and it will be erased when something is loaded there?
but how to do it then, when I wish to use the second declaration? (becaus I would have all code in one place, not located on any MC)
OnClipEvent (load) - Won't Play Movie Now
Hello
I have a button in my navigation that has an onClipEvent handler to disable the button on load, as below:
onClipEvent (load) {
illustration.gotoAndStop(2);
}
However, I now can't seem to apply an action to this same button to start my movie, can anyone help please...?
Thanks in advance.
Ben
OnClipEvent(load) Accross A Bunch Of MCs?
Is there away to do the same thing as an onClipEvent(load) from with in the MC, or even better, from an MC inside the MC?
I need to make a bunch of versions of my MC, in the library, with slightly different parameters, but they all need to run the same actions on loading, and I dont want to have to apply an onClipEvent(load) to all of them if i can help it. Especially if I end up deciding to change what those actions do.
Why Does My OnclipEvent Load Pop Up , Not Work On Safari?
I'm using the following code...and it automatically launches a pop up with firefox and IE, but on safari, it don't work. What is going on? Any work around for this?
onClipEvent (load) {getURL ("javascript:NewWindow=window.open('southafrican.h tml','newWin','width='+screen.availWidth+',height= '+screen.availHeight+',left=0,top=0,toolbar=No,loc ation=No,scrollbars=No,status=No,resizable=No,full screen=No'); NewWindow.focus(); void(0);");
}
on (release) {
getURL ("javascript:NewWindow=window.open('southafrican.h tml','newWin','width='+screen.availWidth+',height= '+screen.availHeight+',left=0,top=0,toolbar=No,loc ation=No,scrollbars=No,status=No,resizable=No,full screen=No'); NewWindow.focus(); void(0);");
}
Refresh OnClipEvent(load) Without Using OnEnterFrame?
Hi,
Curious: how do I update the variable contents of a movieclip without using onEnterFrame?
For example:
onClipEvent(load) {
textField = "whatever";
}
and then, after a btn is pressed, I'd like the textField variable to update.
I was under the false assumption that updateAfterEvent() could be applied to functions outside of mouse and keyboard events; is there anything similar for functions and whatnot?
The problem lies in the fact that I have to keep this movie clip on one frame, and one frame only...
Thanks,
-Christoph!
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