Press Next Frame.

He spent 45 minutes tryng to sus this 1 out but I submit.

I have a MC 2 MCS inside. [MC1 and MC2 for arguments sake]

When you click MC1 I want MC 2 to go to the next section.

code on mc1

onClipEvent (enterFrame)
{
We (Press)
{
_root. MC2.nextFrame ();
}
}

only 1 of the trial and error ive tried

How can I do this ive tried a lot of different combinations and on different video clips but nothings happening to me: S

you will need to use a loop (such as onMouseMove) to check a hitTest between objects on stage and your mouse.

Tags: Adobe Animate

Similar Questions

  • I transferred my Lightroom 5.7.1 my cell phone to my PC. I put in the serial number, you press "next" and another box came up saying that the updated code was for and upgraded version and I should put in the old version the serial number - this I can't f

    I transferred my Lightroom 5.7.1 my cell phone to my PC. I put in the serial number, you press "next" and another box came up saying that the updated code was for and upgraded version and I should put in the old version the serial number - this that I can't find

    you will need to this previous version number and serial number.

    If you purchased the previous version of adobe or registered with adobe, check your account: ID Adobe

    in otherwise, find the serial number of your product Adobe quickly

  • video in a frame, the video clip of hole to play before the next frame whant

    I know that I can write:

    on exitFrame me
    go to the section
    end

    but I want him to go next frame when hole video clip is played. jargon for the maneuver to that frame when he played the video.

    I am whant to jargon of wright:

    On exitFrame me
    hold the framework for X seconds
    end

    ore something that make the frame to hold for as long I want it.

    Thanks, nice work

  • Strange when Error GoTo Next Frame button

    I'm using CS5/AS3 - I have a scene with 2 images. The first image has a submit button that plays a movieclip which is held in the second frame.

    I want to be able to press a button at the end of the movie that will bring back me to the first frame of the main timeline

    In the second to the last frame of the movieclip, I have a stop and a button I want to take you to the next section. In the next section, I have a TI set to return to the root. It does not work properly. However, I need the button click here to go to the last frame of the clip, and it's the slightest mistake out.

    I have this code on the button:

    Stop();

    kite_btn.addEventListener (MouseEvent.CLICK, function(evt:MouseEvent):void {}

    nextFrame();

    });

    This is the error I get:

    TypeError: Error #1009: cannot access a property or method of a null object reference.

    at kite_fla::kite_3/frame192()

    I've looked everywhere and the code is repeated and confirmed as correct... but the error is still there.

    Thanks in advance for your help

    is the part of a timeline Tween button?  If so, that's the problem.  to remedy this, remove the kite_btn instance name for all objects on stage.  Create a new layer with a keyframe to the 192 Member and add your touch to this keyframe and name kite_btn in the properties panel.

    If not, this button is on any setting before setting 192?  If Yes, remove this button clear all keyframes in what used to be the layer of your button, create the first keyframe where you want this button exists, add your button and the name of the instance (kite_btn) in the properties of all Panel frames.  create keyframes remain necessary in your button layer and do not remove your button and then add it back to a keyframe.

    If not, attach a screenshot of your timeline showing images 1 to 192 and the with your button selected on the 192 frame and showing the properties panel.

  • Animation time during the click on, but after that he used to go next frame please help.

    I make a game of sniper where you just look in the window and pull the right person, but I can't get the coding to work or it just won't go to the next section if the guy is dead. I have a lot of false people on the screen and only does anything. The main guy is a movieclip with a button inside that. In the movieclip, I made an animation and the button code that I put the code

    on {(press)

    Play();

    }

    that part works as well when I click on it (or him some snipe) he plays the animation I did head burst, but I want to make sure after he plays the animation to the next section where I did another level.  Ive tried several different codes in different places, but none of them brings me to the next section about that they play only the animation. The code that I thought I should use is

    on {(press)

    gotoAndStop (3);

    }

    I know that the code is fair and would put me in the frame 3 because I used this code on my splash screen, to have a framework of instruction and it works Ive also made the platform games using stop to bring me to the next level. Ive also tried to make a new scene and have goto, but it won't work.  Someone please help I would really appreciate it.

    At the end of the head popping animation (inside the movieclip) on the main timeline, add:

    _root.gotoAndStop (3);

    It's the 3 is the next level framework.

  • Last image remains in display panal until the next frame starts.

    For some reason any every time I cut a clip and follow it with an empty space of the last frame of the clip remains in the panal display, even if the clip is finished. This isn't a problem when I go to the clip, empty space is represented until the next clip begins. It is in audio synchronization for the right frame up a nightmare. Any suggestions?

    Welcome to the forum.

    Rather than leave a gap in the video, what happens if you insert black Video (created with the new icon in the project Panel)?

    Note that deviations may cause all sorts of issues later, while there are not recommended.

    Good luck

    Hunt

  • Try and put in place sync account, press 'next' and nothing

    It is really all the details. I filled the form, e-mail, password, check accept, fill out the captcha, then - press and nothing. I have two computers that I hope to sync, one with XP, one with windows 8. I have exactly the same result with both computers.

    What is the problem? Firewall? Blocker? Adblocker? Firefox is always the latest version. It is updated automatically. Whenever an update is available, it is accepted.

    Will I need to run the troubleshooter for the two computers/OS?

    Thanks, Jayakumars! That has worked well for me.

  • Installing Windows XP: dialog has been observed in the EULA when you press 'Back', where it is expected when you press "next".

    Hello

    I have concerns the installation of operating system Windows XP Pro. Until the BONE is in place, he will be the preparation of the system. Here's the step:
    1. in the Windows XP Setup Wizard, click "Next" to continue.
    2. in the EULA, select the radio button "I do not accept this agreement" and then click "next".
    -Dialog shows "that will come out Setup.You will have to run again later to install or upgrade...» »
    3. click on 'No' to return to the EULA.
    4. on the same radio button, click "back".
    -The result is the same as in step 2 (- dialog box displays "it comes out Setup.You will have to run again later to install or upgrade...") »). Is it good? I think he should go back to the installation wizard the same behavior when the selected radio button is "I accept this agreement".
    I searched on different site for any related topic about this, but it seems that I can't find a. Any idea on this is much appreciated.
    Thanks in advance!

    What I understand, you are trying to access the configuration page, so you CAN click on the I agree button that must rely on F8?

    Please read the following for information on how to do a clean xp installation:

    http://pcsupport.about.com/od/OperatingSystems/SS/instxpclean1.htm

    With clean installation images

    http://Windows.Microsoft.com/en-us/Windows-XP/help/Setup/install-Windows-XP

    http://www.WindowsXPHome.WindowsReinstall.com/sp2installxpcdoldhdd/indexfullpage.htm

    Clean install XP sites

  • Image gallery. How to click on the image to go to the next frame?

    Flex 4, flash builder 4.6.

    This gallery has a line of numbers. When you click on a number, a photo appears above. Each number represents a picture of "Data.xml". Works well. Now, I want to click a photo that is already displayed and cause the next picture in the series to display. How can I do this? Thank you.

    < s:Application creationComplete = "service.send ()" >

    < fx:Declarations >

    < s:HTTPService id = "service" url = "data.xml" result ="serviceHandler (event)" > < / s:HTTPService > "

    < / fx:Declarations >

    < fx:Script >

    <! [CDATA]

    Import mx.collections.ArrayCollection;

    Import mx.rpc.events.ResultEvent;

    [Bindable]

    private var image collection: ArrayCollection;

    private void serviceHandler(event:ResultEvent):void {}

    images = event.result.gallery.image;

    }

    []] >

    < / fx:Script >

    "{< s:Image source="assets/poster/{imagesList.selectedItem.pic} "/ >

    < s:List id = "imagesList" dataProvider = "{images}" >

    < s:itemRenderer >

    < fx:Component >

    < s:ItemRenderer >

    < s:Label text = "{data.number}" fontSize = "12" / > "

    < / s:ItemRenderer >

    < / fx:Component >

    < / s:itemRenderer >

    < / s:List >

    < / application >

    "Data.xml"

    < Gallery >

    < image >

    < number > 01 < / number >

    < pic > photo01.jpg < / pic >

    < / image >

    < image >

    < number > 02 < / number >

    < pic > photo02.jpg < / pic >

    < / image >

    < / Gallery >

    make actionscript.

    private function LstChangeHandler (): void

    {

    If (imagesList.SelectedItem)

    IMG.source = ' assets/poster / "+ imagesList.selectedItem.pic.toString ();

    }

    private void ImageClickHandler (): void

    {

    If (imagesLis.selectedIndex >-1 & imagesLis.selectedIndex)<>

    {

    imagesList.selectedIndex = imagesList.selectedIndex + 1;

    LstChangeHandler();

    }

    }

    I didn't test it, but it will work.

  • The code to create a preloader for next frame only?

    My preloader itself takes a bit of time to load.  I want to keep it this way, as it is important, but I am a pre-preloader with a simple text like 'Please Wait' to display until the actual preloader loads.  Below is my code for the pre-preloader.  How can I make my variable "pretotal" only the total required for loading the next image, which is my preloader instead of the entire film?  Thank you.

    Stop();

    this.addEventListener (Event.ENTER_FRAME, preloading);

    function preloading(e:Event):void {}

    var pretotal: Number = this.stage.loaderInfo.bytesTotal;

    preloaded var: number = this.stage.loaderInfo.bytesLoaded;

    If (pretotal == preload) {}

    Play();

    this.removeEventListener (Event.ENTER_FRAME, preloading);

    }

    }

    517 kb = 517 x 1024 bytes.

    but the biggest problem is your if(pretotal == preloaded) that will almost certainly resolve false no matter what number you use for pretotal: it is unlikely that you will ever see preloaded equal pretotal.  That is to say, use if(preloaded>=pretotal).

  • Next frame problem

    btn2.addEventListener (MouseEvent.CLICK, fl_ClickToGoToNextFrame);

    function fl_ClickToGoToNextFrame(event:MouseEvent):void

    {

    nextFrame();

    }

    / * Click here to go to the previous image and Stop

    By clicking on the instance for the specified symbol moves the playback cursor to the previous image and stops the film.

    */

    Btn1.addEventListener (MouseEvent.CLICK, fl_ClickToGoToPreviousFrame);

    function fl_ClickToGoToPreviousFrame(event:MouseEvent):void

    {

    prevFrame();

    }

    I write this code and when the last image, then move to another scene. When I want the last image and I click on the button again to move to the first image of the same scene. What is the problem?

    This should do it for you!

    Stop();

    btn2.addEventListener (MouseEvent.CLICK, fl_ClickToGoToNextFrame);

    function fl_ClickToGoToNextFrame(event: MouseEvent): void {}

    If (currentFrame<>

    gotoAndStop (currentFrame + 1);

    on the other

    gotoAndStop (1);

    }

    / * Click here to go to the previous image and Stop

    By clicking on the instance for the specified symbol moves the playback cursor to the previous image and stops the film.

    */

    Btn1.addEventListener (MouseEvent.CLICK, fl_ClickToGoToPreviousFrame);

    function fl_ClickToGoToPreviousFrame(event: MouseEvent): void {}

    If (currentFrame > 1)

    Stop (currentFrame - 1);

    on the other

    gotoAndStop (totalFrames);

    }

  • Mark carry it forward to the next frame

    name of the dynamic text field instance is "tfm".

    When, after the full game score is not seen

    function updateScore (amount)

    {

    score = score + amount;

    score_txt. Text = "Score is" + score;

    If (score < = 0)

    {

    TFM. Text = "00";

    }

    Else if (score == 15)

    {

    TFM. Text = "10";

    }

    Else if (score == 30)

    {

    TFM. Text = "20";

    }

    Else if (score == 45)

    {

    TFM. Text = "30";

    }

    Else if (score == 60)

    {

    TFM. Text = "40";

    }

    Else if (score == 75)

    {

    TFM. Text = "50";

    }

    Else if (score == 90)

    {

    TFM. Text = "60";

    }

    Else if (score == 105)

    {

    TFM. Text = "70";

    }

    Else if (score == 120)

    {

    TFM. Text = "80";

    congo.gotoAndPlay (2);

    }

    }

    If you extend the textfield frameworks is in it appear in these images.  If you assign another variable to store the value of the textfield object and extend its presence along the timeline it can be used anywhere along the timeline to assign to a textfield.

  • timer before the next frame help

    Hey guys, is there a way to drop an timer in this function so that he'll wait 2 seconds before going to the q2?

    function completed1(e:DisplayObject):void

    {

    If (l3.y == h1.y & & l8.y == h2.y & & l7.y == h3.y & & l16.y == h4.y & & l1.y == h5.y)

    {

    gotoAndStop ("q2");

    }

    on the other

    {

    }

    }

    function completed1(e:DisplayObject):void

    {

    If (l3.y == h1.y & l8.y == h2.y & l7.y == h3.y & l16.y == h4.y & l1.y == h5.y)

    {

    var t:Timer = new Timer (2000,1);

    t.addEventListener (TimerEvent.TIMER, f);

    t.Start ();

    }

    on the other

    {

    }

    }

    function f(e:Event):void {}

    gotoAndStop ("q2");

    }

  • How can I do if you go to the finish line next frame?

    I've used OnRelease NextFrame()

    And it didn't work when you clicked on it not had your character //the 'car' top score...

    I'm really stuck and that's the last thing on my game at the end!

    in a loop that executes repeatedly (like a setInterval enterframe loop), use:

    if(car.) HitTest (Background.Finishline)) {/ / make sure you have named car and background.finishline movieclips.}

    nextFrame();
    }

  • WMP12 Play function will not play next song on the list

    I use the function of "play to" Windows Media Player. Streaming is successful unless I see there are more than one song entered in the dialog box set, but the player won't be repeating the same song again and again until I click on the button next in the dialog box. When I clicked on next, the player will play the next song, and after that, it will continue to repeat the 2 songs up to the I press Next once where she repeats only played 3 songs.

    Hello.  I had this problem too. Using the Play function, the player would play the 1st song in the list, then a stop, or just to replay the 1st song. It was on my computer Windows 8.1. I also have the same music on a Windows 7 computer.  On the Windows 7 computer, the Play function works perfectly.  Two computers use Media Player 12.

    I tried other suggestions such as the reconstruction of my index finger, but nothing helped.

    Today, I've corrected the Play function on the computer Windows 8.1. Now that he plays the song in the game to the list, although the list is random. I hope that this correction will be kept in the coming days.

    Surprisingly for me, that's all it took:

    Start Windows Media Player. Right-click on the icon in the taskbar. You will see an option to play all music.  Select it. On my computer it sent all my music in random order to the list in Windows Media Player. Use the Play for this send to the DLNA device. I got a message saying only 2000 objects were allowed. Ok.  This list started and played several songs, until I stopped it.  Then, I built my own lists, some mixed, others do not. They worked perfectly.

    It seems that you use the PlayAllMusic option has solved this problem for me on my computer Windows 8.1. I hope he does the same for others.

Maybe you are looking for