Hi, Joel, I'm taking a longshot guess that you had the same problem I had last week when the list helped me...?
I had an instance on a keyframe of the stage and it (sometimes) wasn't available i.e. null when I gotoAndPlay() to the frame it first appears? Did you find a solution? I have had good success with the CustomWait class from http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue . It is a sucky bug. Yeah: I call it a bug, not a feature. -jonathan On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky <[EMAIL PROTECTED]>wrote: > Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage > instance on frame 2 or higher without some psychotic hack I've yet to find > on google. How the f*ck did macromedia expect any common flash designers to > keep up? I don't want to write a custom class for each stage instance just > to utilize ADDED_TO_STAGE. What good is that to code on the timeline > looking > for that object? I just want to write a basic flash site with dynamic > content and avoid showing two preloaders just to load the home page by > default. Jesus fk'ing christ! Very frustrated atm. > > On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky <[EMAIL PROTECTED] > >wrote: > > > So I'm writing the most basic of timeline preloaders and flash seems to > > have a mind of its own. > > My test.fla has two frames. Frame 1 has a text field and a progress bar > > movieclip. Frame 2 has a very large image. There is no code what so over. > > The document class is set to Test.as and is essentially: > > > > package > > { > > import flash.display.MovieClip; > > import flash.text.TextField; > > import flash.events.*; > > public class Test extends MovieClip > > { > > //stage instances > > public var info_txt:TextField; > > public var loadBar:MovieClip; > > public function Test() > > { > > this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, > > onProgress); > > this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); > > } > > > > private function onProgress(e:ProgressEvent):void > > { > > trace(e.bytesLoaded); > > //on progress updates > > } > > > > private function onComplete(e:Event):void > > { > > //clean up > > } > > } > > } > > > > This all works fine except for the playhead activity. In my sample you'll > > notice there are no stop(); commands so when do Control -> Test Movie, it > > just loops over the timeline flickering between frames 1 and 2 as you > would > > expect. Oddly enough however, when I hit ctrl+enter again (Simulate > > Download), it stops, outputs the traces and then proceeds to flicker. > Wha!? > > > > It gets weirder. Just add a stop(); as the first line in the document > class > > constructor right? Now Test Movie just sits on frame one and never > > broadcasts any ProgressEvent's. Seems fine but now when I Simulate > Download, > > it stops, outputs the traces... AND THEN PROCEEDS TO FLICKER! My > onComplete > > does NOT tell the playhead to play() or gotoAndPlay() or anything. Who > the > > heck it telling the playhead to play? > > > > > > > > -- > > --Joel Stransky > > stranskydesign.com > > > > > > -- > --Joel Stransky > stranskydesign.com > _______________________________________________ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > -- -jonathan howe _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders