try
stop();
function onEnterFrame() {
my_mc.gotoAndPlay(2);
delete onEnterFrame;
}
onLoad only works from within a movieclip (for that movieclip) or from within a
Class.
regards,
Muzak
----- Original Message -----
From: "js" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Tuesday, June 13, 2006 2:13 AM
Subject: [Flashcoders] gotoAndPlay and onLoad
> This is the most weird thing I've run into all week... I don't work much with
> actual animation on the timeline, most of my flash
> work is done through pure AS, so I have not yet run into this issue:
>
> 1. Create a movie clip on the stage with an instance name of "my_mc" and
> place a stop command on frame 1 of that movie clip.
>
> 2. Create a small random tween from frames 2 through whatever in my_mc.
>
> 3. Go to frame one on the main timeline and type:
>
> stop();
> my_mc.gotoAndPlay(2);
>
> The movie clip does not start playing on frame 2, it just merely stops on
> frame 2. What the heck?!
>
> Secondly, if I do:
>
> my_mc.onLoad = function(){
> trace("Loaded!");
> }
>
> I get nothing when I test. Why?!
>
> F1 has this to say about onLoad: "Invoked when the movie clip is instantiated
> and appears in the timeline. You must define a
> function that executes when the event handler is invoked. You can define the
> function on the timeline or in a class file that
> extends the MovieClip class or is linked to a symbol in the library."
>
> ...I'm so confused.
>
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