-
I have a problem that whenever I use the loadMovie command, or the loadVars command, my movie completely stops until the objects so loaded are COMPLETELY loaded, thus making my loading bar extremely superfluous, not to mention making my movie look like it's broken. Does anyone know why this is happening, or how to get around it? I've tried to ignore it so far, but I've finally given up. Help?
-
Could you post the code or the link to your movie ?
-
Here's my code, for better or worse.
Code:
factsHolder = new loadVars();
factsHolder.load("factsenglish.txt");
factsHolder.onLoad = function(success) {
if (success) {
numFactsArray = factsHolder.numFacts.split("|");
}
};
Can anyone see why it would stop on the frame that this ActionScript appears on, and why it would do the same thing with loadMovie?
-
is the movie fully loaded before you try to load vars/clips?
-
ALWAYS!!! call load after any methods, move yourload method below your onLoad event handler ;)
-
Alright, that seems to have solved my loadVars problem. However, I'm not sure, because I'm on a much faster connection here than at home, so I think that I'll need to check it at home. BUT...can I use the same onLoad method with loadMovie, or is there something else I need to do? Because I'm using the standard
Code:
if(newMovieClip.getBytesLoaded() == newMovieClip.getBytesTotal()){
gotoAndPlay("start");}
else{gotoAndPlay("clipPreload");}
and it's freezing the same way when I actually do my
Code:
blah.loadMovie("process/intro.swf");
, even though my if(getBytesLoaded()) statement is 10 frames later. Any ideas?