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Thread: Another bug very annoying

  1. #1
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    Another bug very annoying

    Hello Guys, long time no see.

    I encountered a very strange thing in latest versions and I had to react.

    A nested bttn won't react to gotoAndStop/Play!!Take a look at the attached file.Stop action is on the 2nd and 3rd frame, not on first.

    Anybody? This wasn't a problem before.

    Putting script on the bttn doesn't help ether. on(release) {

    }

    And its all without preloader, God knows what would happen then!
    Attached Files Attached Files
    Last edited by joca_hdj; 04-23-2010 at 10:02 AM.

  2. #2
    up to my .as in code Chris_Seahorn's Avatar
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    After the very recent rude rhetoric from a certain user, I feel someone should mention that bug reports should not be posted in the support forum. Koolmoves has a specific routine for handling these and as our changelog clearly shows, Bob is on top of all reports sent to the correct place.

    See http://board.flashkit.com/board/showthread.php?t=651489 for forum guidelines.

  3. #3
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    Thanks Chris! I apologize! It seems unreal that gotoAnd... does not work! Thank you!
    Last edited by joca_hdj; 04-23-2010 at 06:11 AM.

  4. #4
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    I'll take a look at it.

  5. #5
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    I don't think this is a bug. The action is _root.gotoAndStop(3). Swf frame 3 is not the same as key frame 3 because you are using tweens (6 actually). If you set tweens to zero, it should work.

  6. #6
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    Hey Bob, I am not using tweens in that movie, seconds I think.Its really strange.

  7. #7
    undead creature necromanthus's Avatar
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    Quote Originally Posted by joca_hdj View Post
    I encountered a very strange thing in latest versions and I had to react.

    A nested bttn won't react to gotoAndStop/Play!!Take a loot at the attached file.Stop action is on the 2nd and 3rd frame, not on first.
    There is no bug at all.
    Many KM users are doing the same mistake.
    They use 6 tweens per keyframe (the default KM setting).
    I told Bob several times to change that value to ZERO.

    In your example there're 3 frames of 0.233 seconds (6 tweens).
    In other words, any gotoAndStop(1...6) is a jump to the first frame.

  8. #8
    Senior Member etuom's Avatar
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    Does naming the keyframe solve the problem when you have tweens?

  9. #9
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    Thanks Necro! So adding preloader to that movie would add 2 more frames and it would be gotoAndStop (5);

    A bit confusing but not hard to remember.

    But what if it was 3 frame animation with 6 tweens.Then I would have to guess the final frame number. It would be 18 + 2 (preloader) 20?
    Last edited by joca_hdj; 04-23-2010 at 09:59 AM.

  10. #10
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    Labeling the frame and using the label in the goto should solve the problem.

  11. #11
    Senior Member etuom's Avatar
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    Quote Originally Posted by Bob Hartzell View Post
    Labeling the frame and using the label in the goto should solve the problem.
    Right. so if you label Key frame 3 as "three" (without the quotes) and then change the ActionScript to:

    Actionscript Code:
    btn1.onRelease = function() {
    _root.gotoAndStop("three");
    }

    it then works and you can keep your tweens if you need them.

    Perhaps this frame labeling technique could go in a FAQ since it comes up on a regular basis? Bret did a nice video tutorial on it too. http://www.youtube.com/watch?v=5uuLS...yer_embedded#!
    Last edited by etuom; 04-23-2010 at 05:08 PM. Reason: added content

  12. #12
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    I will mention it in the help.

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