Movie clip play control help

Please help... I need to control my roll film clip and exempt the State concerned.

I want the music to stop the current frame and on the State of liberation that he should play again at the reversal.

I've attached an example of code that I used, but it does not work... help pls.

Thank you.

The most likely cause for you the problem lies in the scope of "this" in your case.

While traitional flash5 style buttons have the imeline in which they reside (for example the main timeline) in the scope and a comand like
on (release) {}
Stop();
}
What would stop there the main timeline playhead.

Where the more modern to join form code to a button and the explicit use of the these knobs like movieClips that a command like:

myButton.onRelease = function() {}
This.Stop ();
}

will try to stop buttons (= movieclips) own chronology.

I hope that helps

[This fact is not clearly stated in the doc, but I asked at least Macromedia (at the time) to add at least for live docs.]

Tags: Adobe Animate

Similar Questions

  • Movie clip playing backwards using buttons?

    Im trying to create a series of images that scroll acoss the page left and right by using the arrows on each side of the stage. The arrows use the mouse over events to play a clip of the images back and forth.

    There are a few questions that I have. I have a mouse over and events in place to start and stop the clip on the different mouse buttons. However when playing the clip backwards with my current script mouse isn't doing anything just keep clip play backwards to the beginning. Once this has happened no button doesn't do anything.

    Another issue is once the clip played forwards, once altogether and I mouse over the arrow to even again button shortcuts to the beginning of the clip.

    Here's my current scrpit:

    Panel.Stop ();

    leftarrow_btn.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandler_7);

    leftarrow_btn.addEventListener (MouseEvent.MOUSE_OUT, fl_MouseOutHandler_4);

    function fl_MouseOverHandler_7(event:MouseEvent):void

    {

    Panel.Play ();

    }

    function fl_MouseOutHandler_4(event:MouseEvent):void

    {

    Panel.Stop ();

    }

    rightarrow_btn.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandler_9);

    rightarrow_btn.addEventListener (MouseEvent.MOUSE_OUT, fl_MouseOutHandler_7);

    function fl_MouseOverHandler_9(event:MouseEvent):void

    {

    panel.addEventListener (Event.ENTER_FRAME, everyFrame);

    }

    function everyFrame(event:Event):void

    {

    panel.prevFrame ();

    }

    function fl_MouseOutHandler_7(event:MouseEvent):void

    {

    Panel.Stop ();

    }

    Help, please!

    Patrick

    use:

    Panel.Stop ();

    leftarrow_btn.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandler_7);

    leftarrow_btn.addEventListener (MouseEvent.MOUSE_OUT, fl_MouseOutHandler_4);

    function fl_MouseOverHandler_7(event:MouseEvent):void

    {

    Panel.Play ();

    }

    function fl_MouseOutHandler_4(event:MouseEvent):void

    {

    Panel.Stop ();

    }

    rightarrow_btn.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseOverHandler_9);

    rightarrow_btn.addEventListener (MouseEvent.MOUSE_OUT, fl_MouseOutHandler_7);

    function fl_MouseOverHandler_9(event:MouseEvent):void

    {

    panel.addEventListener (Event.ENTER_FRAME, everyFrame);

    }

    function everyFrame(event:Event):void

    {

    panel.prevFrame ();

    }

    function fl_MouseOutHandler_7(event:MouseEvent):void

    {

    panel.removeEventListener (Event.ENTER_FRAME, everyFrame);

    }

  • Terrible lag when editing 5 k mov clips. Pls help me.

    Sorry I'm new here. I know I should learn more and find a solution, but currently I am short of time when editing occupied. Pls help me if you can!

    My com features is:

    Windows 7 Ultimate 64 bit
    Intel Core i7 930 @ 2.80GHz
    6.0 GB (3x2gb) Cosair DDR3 @ 539 MHz (6-7-7-20)
    Gigabyte X58A-UD3R
    NVIDIA GeForce GT 240
    2 x 1 TB WD Caviar Black-

    C: for OS, program, pagefile, media Cache

    D: for the project, images, preview, and others

    * I have look through of many nice topic as Harms and the process of adjustment.

    For all I know, my com is not perfect because of the following problems:

    1. my ram is small, not the ram of Performance.

    2. my graphics card is not supported for GPU.

    3. HARD drive no raid. should have as much hard drive.

    My problem is:

    I found that once I imported 5 k (1280 x 720 50 fps photographed by canon 550 d) MOV clips, my com become laggy, even that I just copy paste n the clips in a sequence different, even begin to apply the effect.

    1. may I know what is the main problem causing my lag com?

    2. If I am short in budget (spent a lot for the new CMO T.T), which is the positioning just to improve the situation of lag?

    Sorry for inconvenience and I hope you guys can help me right now. Million thanks!

    If you use more than one sequence in a project then the ram low especially with HD material will cause the problems you are having. Once the ram is exhausted then Adobe will begin using the swap file more on one drive HARD and slowing down all spread. If you can and you want to upgrade your system, you can increase the ram. Otherwise go with Neo scene for now and upgrade later. The time to transcode with Neo Scene isn't as long. I could at least download the trial and see how it works for you.

    Eric

    ADK

  • An external swf movie clip can control the action on the parent timeline?

    I have an instance where I would like to a movieclip inside an external swf file to control the action on the parent timeline... any ideas? It is a drive function? Here's my attempt...

    swf import external file 'entrypage"using movieclip empty 'container' on the parent timeline main
    _root.createEmptyMovieClip ("container", 1);
    container.loadMovie ("entrypage.swf");

    feature of swf external files movie clip "na9" appearing inside the "testnav" on the main timeline of the swf files external...
    testnav. NAV9.onPress = function() {}
    _parent.gotoAndStop ("Theend"); clicking the movieclip above, he "end" label for the parent timeline
    }


    Am I close?

    You can send me your files to [email protected] to see what the problem could be

  • iPhone 6/6 slowed down 240 fps movie camera. MOV clips play not idling in Premiere Pro - need help

    I know it is understood to be in place before the slow movement in Premiere Pro. I have the clips that play very well at idle on the iPhone 6, but when I open the in Premiere Pro CC 2015 they play as normal videos without movement of slo. Can someone help me understand how to import and then get these clips to play correctly in Premiere Pro?

    TIA,

    Ken

    1 try to import as always

    2 Select the item in the project window / right click / Edit / film

    3. Select your work rate (i.e., 25 fps) (instead of the file frame rate)

    4 drag the clip to the sequence

    I hope this helps...

  • How do nested Movie Clip play once and then stop?

    Hi all

    I was looking for a simple solution to this issue for more than a year. I saw a few solutions

    that work, and lots of questions that remain unanswered questions.  So I thought that I get it from the pros.

    I have a nested clip (image sequence) I use the snippet of Flash CS5 GoToAndPlay.  The Clip

    loops continuously.  How to play once and stop.  I tried the snippet for the stop, I tried

    Stop(); in my layer "Actions".  I tried a stop(); in the last picture of my sequence nested.  I tried a stop to the

    end of the function, but nothing stops this 'thing'. He keeps going and going and going.  This is my typical of the code which

    loops...

    Stop();

    btn3.addEventListener (MouseEvent.CLICK, cd_ClickToGoToAndPlayFromFrame);

    function cd_ClickToGoToAndPlayFromFrame(event:MouseEvent):void

    {

    gotoAndPlay (1);

    }

    btn4.addEventListener (MouseEvent.CLICK, ef_ClickToGoToAndPlayFromFrame);

    function ef_ClickToGoToAndPlayFromFrame(event:MouseEvent):void

    {

    gotoAndPlay (10);

    }

    There are basically two (2) buttons on the page, and the back and the button forward and the sequence of images is nested in a

    video clip, in this case, to frame (1) and another nested video clip to frame (10).  How can I play once and stop

    on the last frame of the clip nested?

    Thank you

    Duane

    You are welcome.

    If my answer has worked for

    you, please indicate your question as answered.

  • Movie Clip playing very quickly

    Hi guys,.

    I have a problem with my loaded clip, his game very quickly that its suppose, (using loadMovie) I tried to set the pace of the main file and movie file, but the problem persists... any suggestions on fixing this?

    If the two films do not have the same rate, then they must be the same.

  • movie clip depth control

    Hi all

    I have about 85 video clips on stage and they all startDrag with MOUSE_DOWN.

    Here's the thing I need assets to come forward to the top of all the others.

    can someone please?

    I tried to use:

    setChildIndex (e.currentTarget, 85)

    on the mouse over function, but is not working its gives me an error

    1118: constraint implied value static object type to a type perhaps unrelated to flash.display:DisplayObject.

    Thank you

    The more generic code, you could use, is what brings the top of the target object.

    myButtonOrMovieClip.addEventListener (MouseEvent.MOUSE_DOWN, doMouseDown);

    function doMouseDown(e:MouseEvent):void {}

    this.setChildIndex (MovieClip (e.target), (this.numChildren - 1));

    }

    You mention the two MOUSE_DOWN and ' on the mouse on ", so I'm not sure about this...

  • nested movie clip plays not

    Hi all, I have a few video clips nested at any given time one on the left side should call one on the right side and it is not working and I am pulling my hair out and I open this thread for therapeutic purposes, I am so angry, I'm not all right

    This is called a frame in the left MC

    _root.pages_mc.cpr_mc.charr_mc.right_mc.gotoAndPlay ("Sidney");

    and it does not work and I don't know why, because I have a root that has a frame with a pages_mc which has a frame with cpr_mc which has a frame with charr_mc which has a frame with right_mc and there is a label "Sidney".

    Well, that's all. I know same flash very well, but it seems logically I am well do the things, but flashly I'm doing wrong...

    Yes, it's saying there is something in this game of instance names, which does not exist.  Otherwise, the path would read something like...

    _level0.pages_mc.cpr_mc.charr_mc.right_mc

    You might be able to track down the culprits by drawing little by little through the game...

    trace (_root.pages_mc);

    trace (_root.pages_mc.cpr_mc);

    etc...

    The first to go up as undefined will determine which name has nothing related to it.

    I always have to ask when targeting is a problem... you assign these instance names using the properties panel, or these are just the names of the objects library?

    In addition, since you say they are all single image mc (except the last), is the pages_mc animated in place (chronology interpolated in view/position) without having the name of the bodies assigned to all keyframes?

  • The Movie Clip RemoveChild removal help

    Hi, im new to this forum and new to actionscript 3.


    I wonder, how can you remove the movieclip so that it is not the battery when you click another button.


    SH1.PNG


    1 BTN opens the movieclip by addchild


    S2.PNG


    2 BTN opens the 2nd movieclip but batteries in the front and the first movieclip is not removed


    S3.PNG

    LIKE my movieclip link so that i can bring to the stage.


    My code



    Thumbnail1.addEventListener (MouseEvent.CLICK, myThumb1);


    function myThumb1(evt:MouseEvent):void

    {

    var myMC:hover1 = new hover1();

    container.addChild (myMC);


    If (Contains (myMc))

    {

    container.removeChild (myMC)

    }

    }


    thumbnail2.addEventListener (MouseEvent.CLICK, myThumb2);

    function myThumb2(evt:MouseEvent):void

    {

    var myMC2:hover2 = new hover2();

    container.addChild (myMC2);

    }

    Here is your code rehabilitated using the second approach I described...

    Thumbnail1.addEventListener (MouseEvent.CLICK, myThumb1);

    function myThumb1(evt:MouseEvent):void
    {

    While (container.numChildren > 0) {}
    container.removeChildAt (0);
    }

    var myMC:hover1 = new hover1();
    container.addChild (myMC);
    }

    thumbnail2.addEventListener (MouseEvent.CLICK, myThumb2);

    function myThumb2(evt:MouseEvent):void
    {
    While (container.numChildren > 0) {}
    container.removeChildAt (0);
    }

    var myMC2:hover2 = new hover2();
    container.addChild (myMC2);
    }

  • Say a Movie Clip to play/stop on the main timeline?

    I have a main timeline that has a movieclip called "clock". At some point in the main timeline, I want the movieclip to play and at another time, I want him to stop. I can't get the script to control the movieclip.

    Any tips?

    I thank very you much for your time.

    Large. Thank you.

    I set the stop on the first frame of the main timeline for all the movie clips and then when I want to play, they play. Wonderful.

    Thanks a lot for your time for such a basic question.

    Scot

  • Flash beginner needs help with Movie Clips/Action script

    HI -.

    I'm having a problem with my video clips playing simultaneously and cannot, for the life of me, know what I did wrong. I'm new to flash so I can I have created something wrong but this is what I have so far:

    11 layers, total: 1 layer with 10 buttons, each button with the following actionscript code:


    on (release) {}
    gotoAndPlay (85);
    }


    When the number changes with regard to keyframes, the next film is about.

    I have 10 films, total, but they are only video clips, mainly photo slideshow with audio, does everything in the library.

    The problem occurs when I click on the second or third button. Not only the movie I selected starts to play, but all previous clips are as well, he has completely blurred all the sounds. I don't know what Miss me in action script, as my Action layer has a stop command to this topic at each keyframe where there is a new clip to play.

    I tried to add a stopAllSounds command, but I'm afraid that does nothing because it is not an "audio file" in itself playing in the timeline panel.

    I'm at the end of my rope and really need help to understand this one. My project is hanging in the balance on this point, I wrote everything correctly and it works beautifully.

    Help, please!

    Thank you
    Caroline

    Start your sounds in frame 2 and place stopAllSounds() on each keyframe where begins a movieclip.

  • How to control the movement just play once in Muse & edge animate

    Hi, I create a scrolling Web site in the muse and create 4 items of movement along the animate.

    I can't control the movement of play once in muse, when I scroll to the top of the page the motion will be to play, I won't play again, how can I solve this?

    need to remedy along animate or muse can order just play 1 time motion?

    The animation will be scrolling will follow the original settings that are added when you create, you must change the play to animate and then check option.

    Thank you

    Sanjit

  • play movie clip symbol at the end of the animation, but does not appear in the timeline

    Work in Adobe Flash CS5

    When I play my movie in the Flash file, the animation stops at the end of the timeline, as it should. But when I test the movie, or export it to any film format, it will play an instance of a movie clip symbol that I used in the animation. There is no extra frame in the timeline panel beyond which must be considered to be the last image. Y at - it a setting or something I forgot that could cause this instance of the symbol to play at the end of the animation, without air in the main timeline? This can be corrected?

    your movieclip (or a parent) who plays on the main timeline or is loaded by your swf.  If you load this movieclip (published as a swf file), you can be sure that your movieclip (or a parent) is the culprit.

    Use the movie Explorer to find all instances of your movieclip using the library for this movieclip name.  If that does not reveal the culprit, you have either made a mistake in your search or if you have a movieclip in doubles.

  • AS3 MOVIE CLIP HELP BUTTON!

    Hello

    I am a beginner and need help.

    I have several movie clip buttons and everytime my mouse over and out they run perfectly, no problem... but now I want these buttons of movieclip to an image when you click on it, and for that, I don't know what to do!

    Here is the code I have so far for the movie clip buttons

    I would appreciate your help, thank you!

    btn_mc.buttonMode = true;
    btn2_mc.buttonMode = true;
    btn3_mc.buttonMode = true;
    btn4_mc.buttonMode = true;
    btn5_mc.buttonMode = true;
    btn_mc.addEventListener (MouseEvent.ROLL_OVER, onButtonOver);
    btn_mc.addEventListener (MouseEvent.ROLL_OUT, onButtonOut);
    btn2_mc.addEventListener (MouseEvent.ROLL_OVER, onButtonOver);
    btn2_mc.addEventListener (MouseEvent.ROLL_OUT, onButtonOut);
    btn3_mc.addEventListener (MouseEvent.ROLL_OVER, onButtonOver);
    btn3_mc.addEventListener (MouseEvent.ROLL_OUT, onButtonOut);
    btn4_mc.addEventListener (MouseEvent.ROLL_OVER, onButtonOver);
    btn4_mc.addEventListener (MouseEvent.ROLL_OUT, onButtonOut);
    btn5_mc.addEventListener (MouseEvent.ROLL_OVER, onButtonOver);
    btn5_mc.addEventListener (MouseEvent.ROLL_OUT, onButtonOut);

    function onButtonOver(e:MouseEvent):void
    {
    e.currentTarget.gotoAndPlay ("over");
    }

    function onButtonOut(e:MouseEvent):void
    {
    e.currentTarget.gotoAndPlay ("out");
    }

    The function below will work so that a button is, then you need to create separate functions for each button that is clicked, or use a switch statement in a function to take an action based on which button has been clicked using the event.currentTArget to determine which.

    btn_mc.addEventListener (MouseEvent.CLICK, onButtonClick);

    function onButtonClick(e:MouseEvent):void
    {
    gotoAndStop (2);

    }

Maybe you are looking for