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Try using a frame label in the scene you want to go to and then target that. For example, if you label a frame "taco", you could use:
_root.gotoAndPlay("taco")
Adam
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What do you need help with?
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In the first frame of mgnav_no.swf you could put;
this._x=0
this._y=510
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this would work:
Button.prototype.onClick=function(){
this.onPress=function(){
trace("You've clicked " + this._name)
}
}
btn1.onClick()
btn2.onClick()
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I'm assuming you mean you want to change the interval during runtime? You could set a veriable:
myInt=4000
setInterval(whateverFunction, myInt)
then you could change myInt when you wanted...
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No problem, click in the first frame of your main timeline, not the timeline in the movie clip, to select that frame. Open your Actions Panel, and then copy that code in there.
Adam
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That script should go in a frame, not directly on the buttons.
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I have no idea what the media controller is, sorry.
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Put your video in a movie clip...create two buttons, stop and play. Put the video movie clip and the two buttons on the stage. Give the video movieclip the instance name myVideo or something, give...
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put your graphic in a movie clip and then use:
_root.graphicMC._alpha = 0
where graphicMC is the movie clip containing your graphic, and your graphicMC is on the _root timeline.
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Something like this is how I would do it.
Adam
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Personally, I would put each quiz in a new movie clip, and load them when you need them. As far as storing info, have a look at this:
...
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genius :p
//edit d'oh, I put if..blah blah _x =200, should be 100
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arg..just worked on it some more and made even more of a mess of it!! I'm off to bed, good luck with it, oldnewbie :D
As far as the jumping on that link, it's a hitTest on a mc over the scroll...
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Replying, just to make sure you see my above post before you spend too long on it.
I was ok with math stuff, but when it comes to as, I just fiddle around until I find something that works...and...
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this sets limitations:
onClipEvent (load) {
speed = 5;
}
onClipEvent (enterFrame) {
if(_root._xmouse<Stage.width/2){
var imx = Stage.width-_root._xmouse-50;
_x += (imx-_x)/speed;
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After how many times you've helped me!!!! Man, I'm happy I could help out :D
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Ok, this one works perfect when tested as the swf by itself.
//edit....or even better, 'cause you're not relying on the start position of the ball:
onClipEvent (load) {
speed = 5;
}...
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Holy crap!! just tested the swf by itself..that is messed up
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I did this recently for a site, and I put an mc over top of the "hit" area, and tested for the mouse hitting it..would that work?
I did it here:
http://www.shavasana.com/flash.html
the scroll...
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somehow, when I edited, it deleted my file
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Is this what you were looking for?
Nice to see you Old, been a long time since I've been here :D
//edit..holy crap, you're almost at 20,000 posts :P
Adam
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declare your variable as something like this:
_global.newSpeed=500
then use:
scrollspeed=_global.newSpeed
should work.
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