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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