Hit send button too soon :-)

This should also work (code in main timeline):

function onLoad() {
 my_mc.gotoAndPlay(2);
}

regards,
Muzak

----- Original Message ----- 
From: "Muzak" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Tuesday, June 13, 2006 4:43 AM
Subject: Re: [Flashcoders] gotoAndPlay and onLoad


> 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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