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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
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If I understand you correctly, a gotoframe action inside the Swish created swf which is inside a movie clip in KoolMoves results in a gotoframe in the main movie. I don't know why that is happening but I think that is fixable. What comes to mind is to create the Swish movie so that everything is inside a movie clip and use movie clip actions like mc1.gotframe... That should be unambiguous. Others may have better insight and an easier solution.
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Senior Member
Re: Swish and Koolmoves not playing nice together
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.
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The problem most likely is with the SWiSh actionscript/action. The most likely cause is that the script refrences the main (SWiSH) SWF clips absolutly as _root.path instead of as _parent.path or this.path.
Unfortunatly if you want to use that SWiSH file you will need to redoo it.
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Re: Re: Swish and Koolmoves not playing nice together
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.
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Thanks, Johnie. That thread was left somewhat dangling.
JohnnyRexi, if you send me the swf ([email protected]), I can see if Johnie's assumption is true (i.e., most likely cause is that Swish uses _root.path).
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