Control external SWF file?

Is it possible to control an external SWF file with buttons on the main clip?

I have an external SWF loading in the scene, but I wanted to order 'play', 'stop' and 'goto' with buttons outside of the SWF.

BUD Hey!

This can not solve your problem, but I thought I'd give it a try. [Excuse me if you knew:]

I load content in my projects using the attached code. He downloads the content from the link provided, attaches to the "external" variable and place it in the clip 'LoadMov '.

After that, I can handle the content by referring to the "external" variable

for example:
LoadMov.external.gotoAndStop (10)

Tell me if it helps!
John

Tags: Adobe Animate

Similar Questions

  • Control external swf timeline

    Hey guys

    I was wondering how to control the timeline of an external swf that is loaded into the root of your main timeline from within clips embedded in your main timeline?

    I can control it successfully once he is responsible for the function which assigns the external swf a var MovieClip, but I want to be driven for more deeply in my main swf.

    1. I loaded an external swf into the root of my main swf.

    2. after loading, I assign the external swf file a var MovieClip and then set up a button to control the timeline of the external swf file:

    function dataOnLoad(evt:Event): void {}

    var myClip:MovieClip = evt.target.content;

    function updateSwf(evt:MouseEvent): void {}

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    update_but.addEventListener (MouseEvent.CLICK, updateMenu);

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    Cheers for your help guys.

    Shaun

    do not take local myClip to your function.  (and never nested named functions):

    var myClip:MovieClip;

    var loader: Loader = new Loader();
    addChild (loader);

    var newSWFRequest:URLRequest = new URLRequest (loadSwf.text);
    Loader.Load (newSWFRequest);

    loader.contentLoaderInfo.addEventListener (Event.COMPLETE, dataOnLoad);

    function dataOnLoad(evt:Event): void {}

    myClip = MovieClip (evt.target.content);

    update_but.addEventListener (MouseEvent.CLICK, updateMenu);

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    function updateSwf(evt:MouseEvent): void {}

    myClip.swf_MC.gotoAndPlay (2);

    }

  • How to load external swf files into the AIR

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    (I included my external file as well)

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    01.jpg

    Add this in your newid function:

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  • How to prevent the sounds of the timeline in external swf files to play during the loading?

    I'm having a problem with the sounds of the external timeline in the swf files play while charging in a main swf file. Can someone help me?

    Here is a part of the main code of the swf. I hope I got enough.

    Thank you.

    import flash.events.MouseEvent;

    import flash.display.MovieClip;

    import flash.display.Loader;

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    import flash.net.URLRequest;

    Import fl.events.SliderEvent;

    import flash.media.SoundTransform;

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    var int index = 0;

    loadNextF();

    play_slider. Enabled = false;

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    TL ["loader_" + index] .load (new URLRequest (swfA [index]));

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    function progressF(e:ProgressEvent):void {}

    var fractionLoaded:Number = index/swfA.length+e.bytesLoaded/(e.bytesTotal*swfA.length);

    preloader_mc.fill_mc. ScaleX = fractionLoaded;

    preloader_mc. TF. Text = (100 * fractionLoaded) + "% Loaded";

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    TL ["loader_" + index].contentLoaderInfo.removeEventListener (ProgressEvent.PROGRESS, progress F);

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    SoundMixer.stopAll ();

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    index ++;

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    loadNextF();

    } else {}

    / / full of all charges.  start playing.

    restart_mc.buttonMode = true;

    restart_mc.Alpha = 1;

    tl.addEventListener (Event.ENTER_FRAME, playUpdateF);

    tl.removeChild (preloader_mc);

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    sliderParamsF();

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    }

    I have about 70 sounds in my two external SWF. What I need to stop all of them?

    //---

    more than likely, Yes. I guess it depends on how you have 70 put sounds up in your external swf file... I mean:

    you have 70 movieclips appointed on the external swf stage with a distinct sound in each of them? and each have a stop() action in the first picture?

    or

    you say your external swf to go to a certain image tag that plays a sound on the timeline to this label?

    or

    are your 70 sounds created dynamically with code and told. start()?

    //---

    Keep in mind, a swf loading will start to play even before it is fully charged. So instead of when it is fully charged, try stop the loaded swf with a listener for 'init', i.e. when the swf file loaded passes its first image:

    function loadNextF (): void {}

    TL ["loader_" + index] = new Loader();

    TL ["loader_" + index] .name = index.toString ();

    . contentLoaderInfo.addEventListener TL ["loader_" + index] (ProgressEvent. COURSES, progressF);

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    TL ["loader_" + index].contentLoaderInfo.addEventListener (Event.INIT, initF);

    TL ["loader_" + index] .load (new URLRequest (swfA [index]));

    }

    function initF(e:Event):void {}

    SoundMixer.stopAll ();

    var mc:MovieClip = MovieClip (tl ["loader_" + index] content);

    mc.gotoAndStop (1);

    }

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    --

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    Help, please.

    Thank you.

    It is not supposed to resize an external swf, unless you load it.  If you load, use a complete listener to resize:

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  • AS2 button table to load external swf files

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  • How to determine the total number of images in the external .swf file loaded

    I have to be able to load both external .swf files and make them play in order. To do this, I need to know the number of images in the first .swf file so I can check _currentframe against _totalframes to determine when he is finished playing so that I can load another.

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    ------------------------------------------------------------------------------------------ ----------------------------

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  • Preloader which modifies the external SWF files every 5 seconds

    Hello

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    Here's the correct code kglad send me. Thank you very much!

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  • Problem with loading external swf files

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