Swish and Koolmoves not playing nice together
Hi All,
I am using both Koolmoves and SwishMax to create a site and have run into a problem....
I created a navigation menu in Swish, exported it to a SWF file, then inserted that SWF into a Koolmoves file. My problem is that the navigation menu's actions affect the Koolmoves content, for example, a call in the Swish SWF to go to anogther frame within the Swish sprite causes Koolmoves to move to that particular key frame and messes up entire output.
Has anyone experienced this before, and if so, are there any work arounds?
Jr
Re: Swish and Koolmoves not playing nice together
Quote:
Originally posted by JohnnyRexi
A call in the Swish SWF to go to anogther frame within the Swish sprite causes Koolmoves to move to that particular key frame and messes up entire output.
That can't be possible, can it?... confused
The only way I know of when importing a premade menu such as your swf file and using it to control another swf file is to use the load movie function.
Re: Re: Swish and Koolmoves not playing nice together
Quote:
Originally posted by FLASHPULSE
That can't be possible, can it?... confused
The only way I know of when importing a premade menu such as your swf file and using it to control another swf file is to use the load movie function.
You can control across levels or even from the imported movie. It is actually quite usefull.
Lets say I use the old Import SWF as Clip feature inside KM. This is really a wizard that creates a Movieclip(Sprite for you SWiSH folks), names it (Starting at SWF1), draws a shape with an X in it, creates the script to load the movie into the clip, and refrences the external SWF in the script based on the directory hiearchy. You can then control that clip, using AS, outside of the clip by using either _root.swf1 or this.swf1. this.swf1.play() would thus play the imported movieclip. Lets say your imported MC has more MCs (Sprites) inside it. If you know the name of these sprites you can also access them. EG; _root.swf1.sprite1.play() would play sprite one located in swf1 located on _root.
You should however not use _root if you plan on using this SWF anywhere else. This is the problem with his clip. A beter solution would be either this.swf1.sprite1.play() or _parent.swf1.sprite1.play().
You can also control other SWFS from other SWFS on the same web page... However this is quite complicated, requires the use of extensive Javascript and the use of Flash Player Methods. A long long time ago before KM had AS abilities we were writing SWFs with KoolMoves that did this so that basic games could be designed from KoolMoves.