Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-25 Thread strk
On Fri, Oct 24, 2008 at 03:17:32PM +0200, Matthias Dittgen wrote:
 Have your received my email with the Test SWF?

Yes, thanks. Haven't looked at it yet but I plan to do next week.

  What's an RSL ?
 Remote Shared Library.

Mat, you're being *very* helpful !

I drafted a page on our wiki for use when we're to improve
Gnash implementation of symbols libraries:

 http://wiki.gnashdev.org/SharedSymbols

If there's anything you may want to add we'd appreciate it.

Like:

- How does a symbol library with RSL enabled look like ?
  Can you send a small SWF with that ?
  (we don't parse that, I'm afraid)

- Which SWF version introduced this feature ?

TIA!

--strk;
  
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-25 Thread strk
On Thu, Oct 23, 2008 at 01:45:01PM +0200, Matthias Dittgen wrote:
 @strk:
 
 I should try
 var func:String = register;
 Object[func](args);
 
 instead of
 Object.registerClass(args);
 
 to see, if an all code based attempt is working without having the
 compiler do EXPORT tags.

Yes please :)

 I have attached a test situation build in current FlashDevelop on
 WinXP as AS2 project.
 Let us know, how it goes.

It does contain the EXPORT, pretty much expected (as Peter pointed out).

--strk;
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-24 Thread Matthias Dittgen
Have your received my email with the Test SWF?

 What's an RSL ?
Remote Shared Library.

Imagine Main.swf loading Sub.swf.
Sub.swf consists of Library Symbol exported for AS and for runtime sharing!
Then in Main.swf Symbols from Sub.swf can be attached as if they were
directly in Main.swf.

Symbols from Main.swf can always be attached to Sub.swf or its childs
(without being exported for runtime sharing).

 I'm not sure that the movie *is* working.
 I mean, could as well be that the attachMovie with unexistent
 symbols are just garbage in the SWF, or hooks for the case in
 which the movie is loaded by another one, which contain the syms,
 but optional.
As long as you work with third party SWF files, we can only make
speculations about its content and how it was coded. You should work
with SWF files, where the source is available.

 Is the sym library of a 'loader' movie supposed to be available
 to 'loaded' movies for use ?
yes, see above

but the sym library of a loadED movie is only available to the
loadER movie, when exported for runtime sharing (RSL).

hth,
Matthias
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-23 Thread Matthias Dittgen
 Talking about SWF8:
which btw. means Actionscript 2.0 (AS2)

 Thank you for the pointer, but reading that article doesn't
 help me much. For example, I don't understand if the resulting
 SWF from that syntax is expected to contain EXPORT tags or not.
if you mean EXPORT tags in the swf bytecode,
I am not aware of the tags that are written by the compiler when using
the code explained by Peter Joel, but I could imagine, that when using
MTASC for compiling only DOACTION tags are written and no EXPORT tags.
But I usually don't read SWF bytecode after comiling. ;)

 My problem with the dmplayer.swf above is that it ends up
 looking for symbols like 'video_frame':
  ERROR: No export symbol video_frame found in movie dmplayer.swf.
 Which do NOT appear in any EXPORT tag.
How do you know?
Where does the SWF come from?
Do you do some kind of reverse engineering?

 This way you can attach classes that don't have a library symbol but
 extend MovieClip.
 You mean it is possible to add entries to the 'symbols library'
 trough DOACTION blocks only ? I mean, not something automatically
 done by the AS *compiler* but something done by the actual VM/player ?
I think so, but I am not sure about the bytecode/tags written by the
compiler interpreting the code.

The magic line of code actually is this one:
Object.registerClass(__Packages.com.peterjoel.shapes.Rectangle, Rectangle);
(http://livedocs.adobe.com/flash/8/main/2587.html)

first argument is of type String, specifying the classpath of the
Rectangle class.
second argument is of type Function and is a reference to the
Rectangle class constructor function.
In Peter's example Rectangle extends MovieClip.

this way if becomes possible to do the attachMovie call:
attachMovie(__Packages.com.peterjoel.shapes.Rectangle,
RectangleInstance, getNextHighestDepth());

 If so, can you provide the smallest example of such thing ?
see above and Peter's blog entry.

hth,
Matthias
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-23 Thread strk
On Thu, Oct 23, 2008 at 10:01:37AM +0200, Matthias Dittgen wrote:

 if you mean EXPORT tags in the swf bytecode,
 I am not aware of the tags that are written by the compiler when using
 the code explained by Peter Joel, but I could imagine, that when using
 MTASC for compiling only DOACTION tags are written and no EXPORT tags.
 But I usually don't read SWF bytecode after comiling. ;)

I've seen a few compilers automatically adding non-action tags as
a side effect of AS interpretation...

  My problem with the dmplayer.swf above is that it ends up
  looking for symbols like 'video_frame':
   ERROR: No export symbol video_frame found in movie dmplayer.swf.
  Which do NOT appear in any EXPORT tag.
 How do you know?
 Where does the SWF come from?
 Do you do some kind of reverse engineering?

The SWF comes from the web. I know by using an SWF dumper
(listswf from Ming - libming.org).

  This way you can attach classes that don't have a library symbol but
  extend MovieClip.
  You mean it is possible to add entries to the 'symbols library'
  trough DOACTION blocks only ? I mean, not something automatically
  done by the AS *compiler* but something done by the actual VM/player ?
 I think so, but I am not sure about the bytecode/tags written by the
 compiler interpreting the code.

Could you send me (a private attachment if the list doesn't let you) a small
SWF produced as a proof of concept ? If it contains no EXPORT tags
but has a working attachMovie('symbol',..) I'll go on with the research.

This is for eventual compatibility fixes in Gnash (The GNU SWF Player).

--strk;
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-23 Thread Peter Hall
The code on my old blog works for content published with Flash
authoring. However, it works because Flash inserts the export tags in
the swf automatically. If you have a swf that has a working
attachMovie, but no export tags, then it must be attaching the symbol
from another swf. An RSL perhaps?

Peter


On Thu, Oct 23, 2008 at 9:31 AM, strk [EMAIL PROTECTED] wrote:
 On Thu, Oct 23, 2008 at 10:01:37AM +0200, Matthias Dittgen wrote:

 if you mean EXPORT tags in the swf bytecode,
 I am not aware of the tags that are written by the compiler when using
 the code explained by Peter Joel, but I could imagine, that when using
 MTASC for compiling only DOACTION tags are written and no EXPORT tags.
 But I usually don't read SWF bytecode after comiling. ;)

 I've seen a few compilers automatically adding non-action tags as
 a side effect of AS interpretation...

  My problem with the dmplayer.swf above is that it ends up
  looking for symbols like 'video_frame':
   ERROR: No export symbol video_frame found in movie dmplayer.swf.
  Which do NOT appear in any EXPORT tag.
 How do you know?
 Where does the SWF come from?
 Do you do some kind of reverse engineering?

 The SWF comes from the web. I know by using an SWF dumper
 (listswf from Ming - libming.org).

  This way you can attach classes that don't have a library symbol but
  extend MovieClip.
  You mean it is possible to add entries to the 'symbols library'
  trough DOACTION blocks only ? I mean, not something automatically
  done by the AS *compiler* but something done by the actual VM/player ?
 I think so, but I am not sure about the bytecode/tags written by the
 compiler interpreting the code.

 Could you send me (a private attachment if the list doesn't let you) a small
 SWF produced as a proof of concept ? If it contains no EXPORT tags
 but has a working attachMovie('symbol',..) I'll go on with the research.

 This is for eventual compatibility fixes in Gnash (The GNU SWF Player).

 --strk;
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-23 Thread Matthias Dittgen
@strk:

I should try
var func:String = register;
Object[func](args);

instead of
Object.registerClass(args);

to see, if an all code based attempt is working without having the
compiler do EXPORT tags.


I have attached a test situation build in current FlashDevelop on
WinXP as AS2 project.
Let us know, how it goes.

btw. what is your realname and what is your motivation working on
gnash? What else do you do?

@Peter:
nice to read you! You've been a motivation to play with AS2 for a long
time for me.

Matthias

On Thu, Oct 23, 2008 at 11:38 AM, Peter Hall [EMAIL PROTECTED] wrote:
 The code on my old blog works for content published with Flash
 authoring. However, it works because Flash inserts the export tags in
 the swf automatically. If you have a swf that has a working
 attachMovie, but no export tags, then it must be attaching the symbol
 from another swf. An RSL perhaps?

 Peter


 On Thu, Oct 23, 2008 at 9:31 AM, strk [EMAIL PROTECTED] wrote:
 On Thu, Oct 23, 2008 at 10:01:37AM +0200, Matthias Dittgen wrote:

 if you mean EXPORT tags in the swf bytecode,
 I am not aware of the tags that are written by the compiler when using
 the code explained by Peter Joel, but I could imagine, that when using
 MTASC for compiling only DOACTION tags are written and no EXPORT tags.
 But I usually don't read SWF bytecode after comiling. ;)

 I've seen a few compilers automatically adding non-action tags as
 a side effect of AS interpretation...

  My problem with the dmplayer.swf above is that it ends up
  looking for symbols like 'video_frame':
   ERROR: No export symbol video_frame found in movie dmplayer.swf.
  Which do NOT appear in any EXPORT tag.
 How do you know?
 Where does the SWF come from?
 Do you do some kind of reverse engineering?

 The SWF comes from the web. I know by using an SWF dumper
 (listswf from Ming - libming.org).

  This way you can attach classes that don't have a library symbol but
  extend MovieClip.
  You mean it is possible to add entries to the 'symbols library'
  trough DOACTION blocks only ? I mean, not something automatically
  done by the AS *compiler* but something done by the actual VM/player ?
 I think so, but I am not sure about the bytecode/tags written by the
 compiler interpreting the code.

 Could you send me (a private attachment if the list doesn't let you) a small
 SWF produced as a proof of concept ? If it contains no EXPORT tags
 but has a working attachMovie('symbol',..) I'll go on with the research.

 This is for eventual compatibility fixes in Gnash (The GNU SWF Player).

 --strk;
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-23 Thread strk
On Thu, Oct 23, 2008 at 10:38:52AM +0100, Peter Hall wrote:
 The code on my old blog works for content published with Flash
 authoring. However, it works because Flash inserts the export tags in
 the swf automatically. If you have a swf that has a working
 attachMovie, but no export tags, then it must be attaching the symbol
 from another swf. An RSL perhaps?

What's an RSL ?

I'm not sure that the movie *is* working.
I mean, could as well be that the attachMovie with unexistent
symbols are just garbage in the SWF, or hooks for the case in
which the movie is loaded by another one, which contain the syms,
but optional.

Is the sym library of a 'loader' movie supposed to be available
to 'loaded' movies for use ?

--strk;
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-20 Thread strk
On Tue, Oct 14, 2008 at 09:45:56AM +0200, Matthias Dittgen wrote:
 You're talking about AS2?

Talking about SWF8:
http://dailymotion.alice.it/flash/dmplayer/dmplayer.swf

 See here for the answer:
 http://www.peterjoel.com/blog/?archive=2004_01_01_archive.xml

Thank you for the pointer, but reading that article doesn't
help me much. For example, I don't understand if the resulting
SWF from that syntax is expected to contain EXPORT tags or not.

My problem with the dmplayer.swf above is that it ends up 
looking for symbols like 'video_frame':

 ERROR: No export symbol video_frame found in movie dmplayer.swf. 

Which do NOT appear in any EXPORT tag.

 This way you can attach classes that don't have a library symbol but
 extend MovieClip.

You mean it is possible to add entries to the 'symbols library'
trough DOACTION blocks only ? I mean, not something automatically
done by the AS *compiler* but something done by the actual VM/player ?

If so, can you provide the smallest example of such thing ?

--strk;
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Re: [Flashcoders] attachMovie() with non-library-symbols

2008-10-14 Thread Matthias Dittgen
You're talking about AS2?

See here for the answer:
http://www.peterjoel.com/blog/?archive=2004_01_01_archive.xml

This way you can attach classes that don't have a library symbol but
extend MovieClip.
These classes can for example have visual content using the drawing API.

Have fun!
Matthias


On Mon, Oct 6, 2008 at 3:49 PM, strk [EMAIL PROTECTED] wrote:
 I've found a few movies out there using attachMovie()
 with symbol names which are NOT exported in the SWF
 movie containing the call.
 Are the SWF bogus (containing useless actionscript)
 or is there another interpretation of attachMovie()
 first argument ?

 --strk;

  ()   ASCII Ribbon Campaign
  /\   Keep it simple!

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[Flashcoders] attachMovie() with non-library-symbols

2008-10-06 Thread strk
I've found a few movies out there using attachMovie()
with symbol names which are NOT exported in the SWF
movie containing the call.
Are the SWF bogus (containing useless actionscript)
or is there another interpretation of attachMovie() 
first argument ?

--strk;

 ()   ASCII Ribbon Campaign
 /\   Keep it simple! 

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[Flashcoders] attachMovie(LibrarySymbol). Right way to access custom clip variables and functions.

2008-03-11 Thread Pasha
Hey!

Consider this.
There is a symbol in the library - Ball.
It has a variable declared in the first frame - size.
I want to instantiate the symbol and then read the variable value.

Trying to access the variable synchronously, right after the the symbol has
been instantiated, does not work:

var ball_mc = _root.attachMovie(Ball, ball_mc,
_root.getNextHighestDepth());
trace(size =  + ball_mc.size); //size = undefined

Then I came up with the following solution.
In the first frame of Ball symbol, at the end of code I insert the
following statement

onLoad();


And then inside the main program I register the listener to onLoad()
funciton call.

var ball_mc = _root.attachMovie(Ball, ball_mc,
_root.getNextHighestDepth());
ball_mc.onLoad = function() {
trace(size =  + ball_mc.size); //size = 20
}

This technique works fine.
However, I don't like the fact that I have manually add onLoad() call to
every symbol which properties or functions I want to access.

Do you think this is the right way to solve the problem?
What is the best way to?

Pasha
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[Flashcoders] AttachMovie?!!?

2007-12-20 Thread Pedro Kostelec
Hello.

I am sorry of posting this easy question here(i should post it to the
newbies list but i think there is a problem with it) and i am sorry if this
is a double post. Nobody replyed and i don't know if you actually received
the mail or not. And i really need the answer as soon as possible. :


I need to load two flash movies into a single one. One is containig the
sound, the other the animation. I think i cannot  put the sound directly
into the movie because i made de movie of a lot of scenes(or can I?)


Can you tell me a good tutorial for this or only giving me the piece of code
neceserly for this.


Thanks


Pedro


ps: I tried with this:


this.attachMovie(genesis 7, genesis, this.getNextHighestDepth()); //to
attach the film

but the problem is that the animated movieclips inside the movie didn't
play.


Should sth like this work?
this.attachMovie(genesis 7, genesis, this.getNextHighestDepth ()); //to
attach the film
genesis.play();???
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Re: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Hans Wichman
Hi,

I wouldn't use scenes, I think it's even in adobe's best practice document.
Attachmovie is used for attaching movies from the library, loadMovie is used
for loading movies from an external source, which one are you trying to do?

As far as tutorials go, I'd recommend doing the flash tutorials that come
with flash, reading through the manual that comes with flash and pick up a
book like game development. Those books usually don't go hardcore OO on you
which is nice when ur just getting started but they do discuss sounds,
graphics etc..

greetz
JC

On Dec 20, 2007 9:59 AM, Pedro Kostelec [EMAIL PROTECTED] wrote:

 Hello.

 I am sorry of posting this easy question here(i should post it to the
 newbies list but i think there is a problem with it) and i am sorry if
 this
 is a double post. Nobody replyed and i don't know if you actually received
 the mail or not. And i really need the answer as soon as possible. :


 I need to load two flash movies into a single one. One is containig the
 sound, the other the animation. I think i cannot  put the sound directly
 into the movie because i made de movie of a lot of scenes(or can I?)


 Can you tell me a good tutorial for this or only giving me the piece of
 code
 neceserly for this.


 Thanks


 Pedro


 ps: I tried with this:


 this.attachMovie(genesis 7, genesis, this.getNextHighestDepth()); //to
 attach the film

 but the problem is that the animated movieclips inside the movie didn't
 play.


 Should sth like this work?
 this.attachMovie(genesis 7, genesis, this.getNextHighestDepth ());
 //to
 attach the film
 genesis.play();???
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Re: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Matt S.
On Dec 20, 2007 6:06 AM, Hans Wichman [EMAIL PROTECTED] wrote:
 Hi,

 I wouldn't use scenes, I think it's even in adobe's best practice document.

Which really makes you wonder why they still even include the Scenes
option. It seems like Scenes have been widely accepted as taboo for 5
years now if not more, and if your own best practices document says to
avoid them, maybe its time to phase them out.

.m
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RE: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Merrill, Jason
Which really makes you wonder why they still even include the 
Scenes option. It seems like Scenes have been widely accepted 
as taboo for 5 years now if not more, and if your own best 
practices document says to avoid them, maybe its time to 
phase them out.

I've heard flash cartoon animators use it a lot, and an Adobe person
said it allows backwards compatibility with .flas. I agree though, take
it out, it only encourages bad design.

Jason Merrill
Bank of America  
LLD GTO 
eTools  Multimedia Research  Development




 
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Re: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Andrew Sinning

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Re: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Pedro Kostelec
I allways knew that scenes wheren't the best choice, but the animation lasts
about 10 minutes, which would be really complicated to do in anly one scene.
Yes, hans it is really loadMovie the one that i should use. I don't know
where did i mix this with attachMovie. It worked, but it is not really in
syncronisation. How ca i fix that?

Pedro

2007/12/20, Andrew Sinning [EMAIL PROTECTED]:


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Re: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Helmut Granda
could you elaborate on what kind of synchronization you are trying to
achieve?


On 12/20/07, Pedro Kostelec [EMAIL PROTECTED] wrote:

 I allways knew that scenes wheren't the best choice, but the animation
 lasts
 about 10 minutes, which would be really complicated to do in anly one
 scene.
 Yes, hans it is really loadMovie the one that i should use. I don't know
 where did i mix this with attachMovie. It worked, but it is not really in
 syncronisation. How ca i fix that?

 Pedro

 2007/12/20, Andrew Sinning [EMAIL PROTECTED]:
 
 
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-- 
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Re: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Glen Pike

Hi,

You may have problems forcing one timeline without a sound on to sync 
with another.


Here is a suggested workaround for the separate scenes problem:

Save multiple copies of your original animation - one copy for each 
scene.


   Open up the first animation and delete all scenes except for #1
  
   Repeat this for each file - deleting the corresponding scene.


   You will then need to publish these and load each SWF's into your 
movie - this will need a bit of coding to start the next movie playing 
after one finishes, so I don't know how up you are for this.


The main problem here is sync'ing each animation to the sound track - 
most of the time, animations are on the timeline with the sound they are 
animated to and the Sound is set to Stream Sync type.  This may not 
help you here, but having the sound on the same timeline is possibly the 
only way to force sync - see this document:


http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_14108sliceId=2 
http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_14108sliceId=2


   You may find that the only way to ensure Sync is to put the audio in 
with the animations - either put each scene onto one big timeline, 
which is a pain for preloading, or cut up the sound for each scene and 
put the separate files into each movie.  The latter may be easier to 
manage and you can always preload the files that follow the first one.


HTH

Glen




  


Pedro Kostelec wrote:

I allways knew that scenes wheren't the best choice, but the animation lasts
about 10 minutes, which would be really complicated to do in anly one scene.
Yes, hans it is really loadMovie the one that i should use. I don't know
where did i mix this with attachMovie. It worked, but it is not really in
syncronisation. How ca i fix that?

Pedro

2007/12/20, Andrew Sinning [EMAIL PROTECTED]:
  

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--

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01736 759321
www.glenpike.co.uk http://www.glenpike.co.uk
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Re: [Flashcoders] AttachMovie?!!?

2007-12-20 Thread Pedro Kostelec
It worked.  Because the sound was played a bit before the movie started i
moved it for two frames  and now it works. I must make the same but doing it
on the pc whit which the presentations will be displayed and i hope that it
will work. Thank you guys for your help and your time for such an easy
question.
Bye
Pedro

2007/12/20, Glen Pike [EMAIL PROTECTED]:

 Hi,

 You may have problems forcing one timeline without a sound on to sync
 with another.

 Here is a suggested workaround for the separate scenes problem:

  Save multiple copies of your original animation - one copy for each
 scene.

 Open up the first animation and delete all scenes except for #1

 Repeat this for each file - deleting the corresponding scene.

 You will then need to publish these and load each SWF's into your
 movie - this will need a bit of coding to start the next movie playing
 after one finishes, so I don't know how up you are for this.

 The main problem here is sync'ing each animation to the sound track -
 most of the time, animations are on the timeline with the sound they are
 animated to and the Sound is set to Stream Sync type.  This may not
 help you here, but having the sound on the same timeline is possibly the
 only way to force sync - see this document:


 http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_14108sliceId=2
 
 http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_14108sliceId=2
 

 You may find that the only way to ensure Sync is to put the audio in
 with the animations - either put each scene onto one big timeline,
 which is a pain for preloading, or cut up the sound for each scene and
 put the separate files into each movie.  The latter may be easier to
 manage and you can always preload the files that follow the first one.

 HTH

 Glen






 Pedro Kostelec wrote:
  I allways knew that scenes wheren't the best choice, but the animation
 lasts
  about 10 minutes, which would be really complicated to do in anly one
 scene.
  Yes, hans it is really loadMovie the one that i should use. I don't know
  where did i mix this with attachMovie. It worked, but it is not really
 in
  syncronisation. How ca i fix that?
 
  Pedro
 
  2007/12/20, Andrew Sinning [EMAIL PROTECTED]:
 
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[Flashcoders] attachMovie from loaded .swf

2007-07-13 Thread Niclas Åberg

Hey guys,

I'm loading an external .swf into a main .swf. From the loaded file I 
can access variables from the main file, create a movie clip in the main 
file, and use BitmapData to draw shapes to the main file.


However, I can't seem to attach a movie clip (a custom component, in 
fact) from the loaded .swf's library to the main file.


Is this a security restriction? Any workarounds? Do you even get what I 
mean? :)


Flash 8, CS2.

Niclas

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Re: [Flashcoders] attachMovie from loaded .swf

2007-07-13 Thread Niclas Åberg
Thanks for your reply. I solved it by putting my component in yet 
another .swf file, which loads fine into the holder clip's _root.


Thanks,

Niclas



Hans Wichman wrote:

Hi,
not possible, sorry :)
Shared libraries might help or creating an empty clip in the loaded swf
itself and attaching your stuff there.

greetz
JC


On 7/13/07, Niclas Åberg [EMAIL PROTECTED] wrote:


Hey guys,

I'm loading an external .swf into a main .swf. From the loaded file I
can access variables from the main file, create a movie clip in the main
file, and use BitmapData to draw shapes to the main file.

However, I can't seem to attach a movie clip (a custom component, in
fact) from the loaded .swf's library to the main file.

Is this a security restriction? Any workarounds? Do you even get what I
mean? :)

Flash 8, CS2.

Niclas

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Re: [Flashcoders] attachMovie from loaded .swf

2007-07-13 Thread Hans Wichman

Hi,
not possible, sorry :)
Shared libraries might help or creating an empty clip in the loaded swf
itself and attaching your stuff there.

greetz
JC


On 7/13/07, Niclas Åberg [EMAIL PROTECTED] wrote:


Hey guys,

I'm loading an external .swf into a main .swf. From the loaded file I
can access variables from the main file, create a movie clip in the main
file, and use BitmapData to draw shapes to the main file.

However, I can't seem to attach a movie clip (a custom component, in
fact) from the loaded .swf's library to the main file.

Is this a security restriction? Any workarounds? Do you even get what I
mean? :)

Flash 8, CS2.

Niclas

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Re: [Flashcoders] attachMovie from loaded .swf

2007-07-13 Thread Muzak
http://www.google.com/search?hl=enq=attachmovie+from+loaded+swf

- Original Message - 
From: Niclas Åberg [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, July 13, 2007 12:49 PM
Subject: [Flashcoders] attachMovie from loaded .swf


 Hey guys,

 I'm loading an external .swf into a main .swf. From the loaded file I can 
 access variables from the main file, create a movie clip 
 in the main file, and use BitmapData to draw shapes to the main file.

 However, I can't seem to attach a movie clip (a custom component, in fact) 
 from the loaded .swf's library to the main file.

 Is this a security restriction? Any workarounds? Do you even get what I mean? 
 :)

 Flash 8, CS2.

 Niclas


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[Flashcoders] attachMovie fails on embedded clip in a movie, why?

2007-06-25 Thread Chris Bell
2nd try: Forgive if this is a repeat post. I didn't see my first request
make it to the list:

 

Hi Flash Friends,

 

attachMovie works on a clip that is inside a clip that has been loaded
by attachMovie but fails on a clip that is inside a clip loaded with
loadMovie. 

 

This should be so easy, but it is simply not working. I'd appreciate any
tips pointing me to the part that I don't understand ...

 

The setup:

- Main movie (mainMovie)

- A symbol (person1)

- A symbol (template1) that contains a movieClip (chair1)

- A swf (template2) in the same folder as the Main movie that contains a
similar movieClip (chair2)

 

THIS WORKS:

Load the symbol (template1) using attachMovie

attachMovie(template1, mainMovie, 250); //hardcoded depth here for
clearness

 

On release of a button, attach a symbol to a the chair1 movieClip inside
template1

template1.chair1.attachMovie(person1, person1, 101); //hardcoded
depth here for clearness

 

 

THIS DOESN'T WORK:
(keeping everything the same except loading the movie from an external
source...)

Load the swf (template2.swf) using loadMovie 

   mainMovie.loadMovie(chosenTemplate);

 

On release of a button, attach a symbol to a the chair2 movieClip inside
template1

Template2.chair2.attachMovie(person1, person1, 101); //hardcoded
depth here for clearness

 

 

Is there some limitation to attachMovie that I'm missing? Any guesses,
suggestions, ideas?

 

Thanks,

 

Chris

 

Chris Bell
IT Manager
University of Colorado Law School
My home phone which forwards to me while I'm out of town: 303-443-9621
[EMAIL PROTECTED]

 

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Re: [Flashcoders] attachMovie fails on embedded clip in a movie, why?

2007-06-25 Thread Ian Thomas

Hi Chris,


Is there some limitation to attachMovie that I'm missing? Any guesses,
suggestions, ideas?



Yes. In AS2, you can't attach a symbol from one .SWF's library into
another movie's timeline.

So if a parent loads a child, none of the clips in the child's library
can be attached to the parent's timeline and vice-versa.

It's very, very annoying -- but the way it is, unfortunately.

The only exception is when using shared libraries.

Ian
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Re: [Flashcoders] attachMovie fails on embedded clip in a movie, why?

2007-06-25 Thread Fumio Nonaka

One sidenote:
http://kb.adobe.com/selfservice/viewContent.do?externalId=tn_15638sliceId=2
Instances of imported symbols must be manually placed on the Timeline 
during authoring.

_
Ian Thomas wrote:

The only exception is when using shared libraries.


Good luck,
--
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Re: [Flashcoders] attachMovie fails on embedded clip in a movie, why?

2007-06-22 Thread Matthias Dittgen

Hi Chris,

I can't follow your code snippets too well, but I try to guess your mistake:
You can only attach MovieClips/Symbols with attachMovie, that are
available (exported for AS) within the container SWF.

Example:
MovieClip A.swf contains a MovieClip Symbol S in the library (exported for AS)
then you can attach S to any Movieclip inside of A.swf, that was
created using attachMovie or createEmptyMovieClip.
MovieClip B.swf conatain a MovieClip Symbol R in the library (exported for AS)
When you load B into A via loadMovie, you can then inside of B only
attach R, not S.

(I guess, this example is near to your description when you see
person101 as S.)

Tipp: To be able to attach S as well, you should read about shared at runtime.

hth,
Matthias

2007/6/21, Chris Bell [EMAIL PROTECTED]:

Hi Flash Friends,



attachMovie works on a clip that is inside a clip that has been loaded
by attachMovie but fails on a clip that is inside a clip loaded with
loadMovie.



This should be so easy, but it is simply not working. I'd appreciate any
tips pointing me to the part that I don't understand ...



The setup:

- Main movie (mainMovie)

- A symbol (person1)

- A symbol (template1) that contains a movieClip (chair1)

- A swf (template2) in the same folder as the Main movie that contains a
similar movieClip (chair2)



THIS WORKS:

Load the symbol (template1) using attachMovie

attachMovie(template1, mainMovie, 250); //hardcoded depth here for
clearness



On release of a button, attach a symbol to a the chair1 movieClip inside
template1

template1.chair1.attachMovie(person1, person1, 101); //hardcoded
depth here for clearness





THIS DOESN'T WORK:
(keeping everything the same except loading the movie from an external
source...)

Load the swf (template2.swf) using loadMovie

   mainMovie.loadMovie(chosenTemplate);



On release of a button, attach a symbol to a the chair2 movieClip inside
template1

Template2.chair2.attachMovie(person1, person1, 101); //hardcoded
depth here for clearness





Is there some limitation to attachMovie that I'm missing? Any guesses,
suggestions, ideas?



Thanks,



Chris



Chris Bell
IT Manager
University of Colorado Law School
My home phone which forwards to me while I'm out of town: 303-443-9621
[EMAIL PROTECTED]



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[Flashcoders] attachMovie fails on embedded clip in a movie, why?

2007-06-21 Thread Chris Bell
Hi Flash Friends,

 

attachMovie works on a clip that is inside a clip that has been loaded
by attachMovie but fails on a clip that is inside a clip loaded with
loadMovie. 

 

This should be so easy, but it is simply not working. I'd appreciate any
tips pointing me to the part that I don't understand ...

 

The setup:

- Main movie (mainMovie)

- A symbol (person1)

- A symbol (template1) that contains a movieClip (chair1)

- A swf (template2) in the same folder as the Main movie that contains a
similar movieClip (chair2)

 

THIS WORKS:

Load the symbol (template1) using attachMovie

attachMovie(template1, mainMovie, 250); //hardcoded depth here for
clearness

 

On release of a button, attach a symbol to a the chair1 movieClip inside
template1

template1.chair1.attachMovie(person1, person1, 101); //hardcoded
depth here for clearness

 

 

THIS DOESN'T WORK:
(keeping everything the same except loading the movie from an external
source...)

Load the swf (template2.swf) using loadMovie 

   mainMovie.loadMovie(chosenTemplate);

 

On release of a button, attach a symbol to a the chair2 movieClip inside
template1

Template2.chair2.attachMovie(person1, person1, 101); //hardcoded
depth here for clearness

 

 

Is there some limitation to attachMovie that I'm missing? Any guesses,
suggestions, ideas?

 

Thanks,

 

Chris

 

Chris Bell
IT Manager
University of Colorado Law School
My home phone which forwards to me while I'm out of town: 303-443-9621
[EMAIL PROTECTED]

 

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Re: [Flashcoders] attachMovie from library - fails to work with preloader

2007-06-19 Thread Alexander Farber

Hello John and others,

On 6/16/07, John VanHorn [EMAIL PROTECTED] wrote:

you must force those movieclips to load before you use have access to them.
what i usually do is to set the export frame for classes to 2, and then go
through the library and uncheck 'export in first frame' for all exported
Mc's. then, on frame 2, make a single key frame and place an instance of all
exported mc's on the stage, but out of view. in frame 1, i'll have a stop
action and preloader code, and when all is loaded, gotoAndPlay frame 3.


thanks, it almost works here. I still have a problem though -
the movieclips and graphics, that I pull out of library and put
at the stage in frame 2, get displayed - eventhough I've
put a gotoAndStop(3) in the actions of the 1st frame.

I don't understand why does it happen.

Why are my assets displayed, isn't flash player supposed
to skip the frame 2, when I call gotoAndStop(3) ?

Regards
Alex

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Re: [Flashcoders] attachMovie from library - fails to work with preloader

2007-06-16 Thread John VanHorn

you must force those movieclips to load before you use have access to them.
what i usually do is to set the export frame for classes to 2, and then go
through the library and uncheck 'export in first frame' for all exported
Mc's. then, on frame 2, make a single key frame and place an instance of all
exported mc's on the stage, but out of view. in frame 1, i'll have a stop
action and preloader code, and when all is loaded, gotoAndPlay frame 3.

On 6/16/07, Alexander Farber [EMAIL PROTECTED] wrote:


Dear flash coders,

I've created a class representing playing
cards and it works quite well for me:

  http://preferans.de/flash/Card.as
  http://preferans.de/flash/Card.fla

To reduce the file size (from 300K to 120K),
I don't keep images of complete 32 cards in
the library, but instead I hold the 4 suit images
(spades, hearts, clubs, diamonds) and
4 x 3 pictures (jack, queen and king) there
and then create a card image on the fly:

public function set index(n:Number):Void {
__index = n;

pic_mc = this.createEmptyMovieClip('pic_mc', 10);

var depth:Number = 10;
var rank:Number = CARDS[n].rank;
var suit:Number = CARDS[n].suit;
var color:String = suit  DIAMONDS ? 'Black' : 'Red';

var eye:String = (UNKNOWN == rank ||
(JACK = rank  rank = KING)) ?
CARDS[n].label : eye = SUITS[suit];
for (var key:String in EYE_POS[rank]) {
var pos_obj:Object = EYE_POS[rank][key];
pic_mc.attachMovie(eye,
eye + depth + '_mc', depth++, pos_obj);
}
// ...and so on: attach 2 card indices in the corners
  }

Those suits and jack-queen-king images are all
MovieClips in the library, with the following settings:

Identifier: Hearts
Class:
Export for ActionScript [X]
Export for runtime sharing [_]
Export in first frame [X]

My problem is that when I'm trying to postpone loading
those MovieClips by unchecking the Export in 1st frame
and by setting File-Publish Settings...-Flash-
ActionScript 2.0-Settings...-Export Frame for Classes
to 2 or 10, then my movie stops working: the cards are
empty, no suits and no jack-queen-kings are shown.

Also my preloader TextField only show ups shortly :-(

Does it make any sense to convert the MovieClips
to Graphics in the library? The Export in 1st frame
check box is (sometimes???) greyed out then...

Thank you
Alex

PS: Here is the code from my Actions layer (to be
  found in http://preferans.de/flash/Card.fla )

stop();

var depth:Number = 10;

var load_txt:TextField = this.createTextField('load_txt',
depth++, Stage.width / 2, Stage.height / 2, 300, 100);

onEnterFrame = function() {
var loaded:Number = getBytesLoaded();
var total:Number = getBytesTotal();

load_txt.text = loaded + ' / ' + total;

if (loaded = total  loaded  100) {
delete onEnterFrame;
gotoAndPlay('MAIN');
}
};

 And in the frame MAIN ///

stop();

load_txt._visible = false;

for (var i:Number = 0; i  Card.CARDS.length; i++) {
var card_mc:MovieClip = this.attachMovie('Card', 'card' + i +
'_mc', depth++);
with (card_mc) {
index = i;
_x = card_mc._width / 2 +
Math.floor(Math.random() * (Stage.width -
card_mc._width));
_y = card_mc._height / 2 +
Math.floor(Math.random() * (Stage.height -
card_mc._height));
_rotation = Math.floor(Math.random() * 9 - 4);

addEventListener('clicked', this);
}
}

function clicked(evt_obj:Object):Void {
var card_mc:MovieClip = evt_obj.target;

// put the clicked card at the top
card_mc.swapDepths(depth++);
}
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[Flashcoders] attachMovie vs createClassObject

2007-03-20 Thread Andy Herrman

I'm wondering if there are any significant differences between using
`attachMovie()` and `createClassObject()` for creating components (I'm
targeting for Flash 7).  I just ran into a weird issue creating a
ComboBox where I was using `createClassObject()` to instantiate it,
but saw that elsewhere in the code it was using `attachMovie()` to
create one, and both were working.

Specifically, both this:
mc.attachMovie(ComboBox, myComboBox, mc.getNextHighestDepth());
and this:
mc.createClassObject(ComboBox, myComboBox, mc.getNextHighestDepth());

seems to give the same results in most cases.  Is there any benefit to
using `createClassObject()` over `attachMovie()` for components?

The one situation I ran into where it gives different results is when
using multiple SWFs from different places.  I have a main movie which
loads another movie that contains all the UI resources (makes branding
easier).  The UI resources movie contains the ComboBox in its library.
If both the movies are on the local filesystem then it works fine,
but if the resources SWF is on a remote web server the
`createClassObject()` call fails.  However, if I change it to use
`attachMovie()` it works fine.  So I'm leaning towards using
`attachMovie()`, just to make my life easier for testing (don't have
to upload the main movie every time I want to test it), but I'm
wondering if that will cause issues later.

  -Andy
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Re: [Flashcoders] attachMovie fails with runtime shared asset

2007-01-06 Thread Ray Chuan

Hi,

from what I've experienced before, the assets are only available to
the child clips.

Eg.

_root
 |- some_clip
 |- asset_mc
 |- child

If you load assets into asset_mc, some_clip cannot access it, ie,
_root.some_clip.attachMovie(asset...) won't work, neither will
_root.attachMovie(...).

Only asset_mc.attach... and child.attach... will.

On 1/6/07, Mendelsohn, Michael [EMAIL PROTECTED] wrote:

Hi list...

I'm trying to do _root.attachMovie(runtimeShared,runtimeShared,1);
where runtimeShared is an asset from another swf that's exported for
runtime sharing and dropped into this movie's library as import for
runtime sharing.

I have found that the attachMovie method *only* works if I drop an
instance of runtimeShared on the stage first.  Why would this be, and is
there a way around it?  Can't you simply attach a movie of a runtime
shared asset?

Thanks,
- Michael M.

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Cheers,
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Re: [Flashcoders] attachMovie fails with runtime shared asset

2007-01-06 Thread Arindam Dhar
Hi,
   
  There is a workaround for this, where u dont have to drop an
instance of runtimeShared on the stage first.I assume runtimeShared is the 
identifier of the shared asset which u import from another swf for runtime 
sharing.
  
1. Create a new blank symbol in the library, where u have the imported 
symbol,give a linkage indentifier to it with export for AS and Export in first 
frame selected.
   
  2. Place the imported symbol runtimeShared inside the blank symbol.
   
  Now, try ur line ,_root.attachMovie(runtimeShared,runtimeShared,1);
  
This works fine when u are importing graphical objects.
   
  regards,
   
  Arindam

Mendelsohn, Michael [EMAIL PROTECTED] wrote:
  Hi list...

I'm trying to do _root.attachMovie(runtimeShared,runtimeShared,1);
where runtimeShared is an asset from another swf that's exported for
runtime sharing and dropped into this movie's library as import for
runtime sharing. 

I have found that the attachMovie method *only* works if I drop an
instance of runtimeShared on the stage first. Why would this be, and is
there a way around it? Can't you simply attach a movie of a runtime
shared asset?

Thanks,
- Michael M.

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 Send instant messages to your online friends http://asia.messenger.yahoo.com 
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[Flashcoders] attachMovie fails with runtime shared asset

2007-01-05 Thread Mendelsohn, Michael
Hi list...

I'm trying to do _root.attachMovie(runtimeShared,runtimeShared,1);
where runtimeShared is an asset from another swf that's exported for
runtime sharing and dropped into this movie's library as import for
runtime sharing.  

I have found that the attachMovie method *only* works if I drop an
instance of runtimeShared on the stage first.  Why would this be, and is
there a way around it?  Can't you simply attach a movie of a runtime
shared asset?

Thanks,
- Michael M.

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[Flashcoders] attachMovie with MovieClipLoader loaded symbols

2006-07-21 Thread Matthias Dittgen

Hello flashcoders,

I load a childSwf into my mainSwf using a MovieClipLoader. -- THIS WORKS
In my childSWF I do export for actionscript and export to first
frame for a movieclipSymbol.

After onLoadComplete, I can attach this movieclipSymbol of the
childSwf to the loaded childSWF or a child of it. -- THIS WORKS

But I can't attach this movieclipSymbol of the childSwf to some other
container in my mainSwf, which is sad. -- THIS WORKS NOT
This is not allowed by the flashPlayer - true or false?
And if true, is there a workaround?

thank you,
Matthias
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[Flashcoders] attachMovie _alpha

2006-04-26 Thread Serge Jespers

Dear god... Am I losing it or what?

I create an empty movieclip (let's call this holder_mc) in the stage  
and set it's alpha to 0.
To that holder_mc, I attach multiple other mc's... Now, I would think  
these wouldn't be visible but they are...

If I trace the holder_mc._alpha it does return 0 to me.

Is that expected behaviour or am I really going nuts?

Serge
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Re: [Flashcoders] attachMovie _alpha

2006-04-26 Thread Cedric Muller

Hello Serge!

what if you trace the nested mcs ? are they really nested when being  
attached ?


hth,
cedric



Am I losin


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Re: [Flashcoders] attachMovie _alpha

2006-04-26 Thread Serge Jespers

Hey Cedric,

Turns out I am really losing it... Forgot to embed the font...  Man,  
do I feel stupid... again...


Serge


Hello Serge!

what if you trace the nested mcs ? are they really nested when  
being attached ?


hth,
cedric



Am I losin


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[Flashcoders] attachMovie(graphic_on_stage_created_by_user)??

2006-03-26 Thread Monicque Sharman
I have an area on the stage that the user can draw on The user can make 
a nice pic, that I need to print out. However, the client wants other stuff 
on the print out like headings, etc. 
 
Using PrintJob.addPage(0, {xMin:20,xMax:400, yMin:20, yMax300}) works well, 
but it only prints the area specified. I need other stuff to print out also 
- stuff that is not on the stage. 
 
So, I guess I need to create a new movieclip with the other stuff I need 
printed, PLUS the picture that the user created. 
 
The other stuff is fine, but then how do I add the picture the user just 
created to the new movieclip?? Is there a way to say something like: 
attachMovie(whatever_is_showing_between_these_coords) ?? 
 
Thanks heaps!! 
Monicque.
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[Flashcoders] attachMovie to a loaded swf

2006-03-07 Thread Marlon Harrison
I have a parent swf that loads in a series of children swfs and acts
as a browser for them. Within the children swfs - there are a number
of hotspot movieclips that trigger other events.  I'd like to
centralize the appearance of those 'hotspot' movieclips to the parent
swf so that if i need to change how the icon's look i can change it
once in the parent rather than in each child swf.

I thought that the best way to do this would make the hotspot clips
into placeholders and use attachMovie to put the appropriate icon on
it.  The problem is that is appears attachMovie doesn't work if the
path to the clip is in a one of the children swfs that was loaded.  Is
this correct? If so, is there a workaround of some sort that I can
try?


Thanks!
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Re: [Flashcoders] attachMovie to a loaded swf

2006-03-07 Thread lars
if i get it right this sounds more like a initialization or
depth problem. attachMovieClip should work. have you tried
createEmptyMovieClip with a getNextHighestDepth and load those
icons into those? hth: lars



Am 07.03.2006 22:37 Uhr schrieb Marlon Harrison unter
[EMAIL PROTECTED]:

 I have a parent swf that loads in a series of children swfs and acts
 as a browser for them. Within the children swfs - there are a number
 of hotspot movieclips that trigger other events.  I'd like to
 centralize the appearance of those 'hotspot' movieclips to the parent
 swf so that if i need to change how the icon's look i can change it
 once in the parent rather than in each child swf.
 
 I thought that the best way to do this would make the hotspot clips
 into placeholders and use attachMovie to put the appropriate icon on
 it.  The problem is that is appears attachMovie doesn't work if the
 path to the clip is in a one of the children swfs that was loaded.  Is
 this correct? If so, is there a workaround of some sort that I can
 try?
 
 
 Thanks!
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Re: [Flashcoders] attachMovie to a loaded swf

2006-03-07 Thread Marlon Harrison
thanks

I don't think attachMovieClip will work in this instance from what
I've been reading.  Perhaps I can clarify a bit more.  I have a
container  swf that loads in a series of children swfs.  All of my
code is in the container swf, as are the icon movieclips.  I want to
use attachMovie to put an icon on a path that's inside of one of the
children swfs.

If I add the movieclips to the child's fla and export them like I have
in the container swf, they load OK, but obviously that's what I want.



On 3/7/06, lars [EMAIL PROTECTED] wrote:
 if i get it right this sounds more like a initialization or
 depth problem. attachMovieClip should work. have you tried
 createEmptyMovieClip with a getNextHighestDepth and load those
 icons into those? hth: lars



 Am 07.03.2006 22:37 Uhr schrieb Marlon Harrison unter
 [EMAIL PROTECTED]:

  I have a parent swf that loads in a series of children swfs and acts
  as a browser for them. Within the children swfs - there are a number
  of hotspot movieclips that trigger other events.  I'd like to
  centralize the appearance of those 'hotspot' movieclips to the parent
  swf so that if i need to change how the icon's look i can change it
  once in the parent rather than in each child swf.
 
  I thought that the best way to do this would make the hotspot clips
  into placeholders and use attachMovie to put the appropriate icon on
  it.  The problem is that is appears attachMovie doesn't work if the
  path to the clip is in a one of the children swfs that was loaded.  Is
  this correct? If so, is there a workaround of some sort that I can
  try?
 
 
  Thanks!
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Re: [Flashcoders] attachMovie to a loaded swf

2006-03-07 Thread Adrian Park
I have always understood that you cannot attach an asset from the library of
one swf into another loaded swf. I've never succeeded in doing it and
haven't seen a workaround.

Sorry I can't be more helpful. Please can someone prove me wrong!

Adrian P

On 3/7/06, Marlon Harrison [EMAIL PROTECTED] wrote:

 thanks

 I don't think attachMovieClip will work in this instance from what
 I've been reading.  Perhaps I can clarify a bit more.  I have a
 container  swf that loads in a series of children swfs.  All of my
 code is in the container swf, as are the icon movieclips.  I want to
 use attachMovie to put an icon on a path that's inside of one of the
 children swfs.

 If I add the movieclips to the child's fla and export them like I have
 in the container swf, they load OK, but obviously that's what I want.



 On 3/7/06, lars [EMAIL PROTECTED] wrote:
  if i get it right this sounds more like a initialization or
  depth problem. attachMovieClip should work. have you tried
  createEmptyMovieClip with a getNextHighestDepth and load those
  icons into those? hth: lars
 
 
 
  Am 07.03.2006 22:37 Uhr schrieb Marlon Harrison unter
  [EMAIL PROTECTED]:
 
   I have a parent swf that loads in a series of children swfs and acts
   as a browser for them. Within the children swfs - there are a number
   of hotspot movieclips that trigger other events.  I'd like to
   centralize the appearance of those 'hotspot' movieclips to the parent
   swf so that if i need to change how the icon's look i can change it
   once in the parent rather than in each child swf.
  
   I thought that the best way to do this would make the hotspot clips
   into placeholders and use attachMovie to put the appropriate icon on
   it.  The problem is that is appears attachMovie doesn't work if the
   path to the clip is in a one of the children swfs that was loaded.  Is
   this correct? If so, is there a workaround of some sort that I can
   try?
  
  
   Thanks!
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[Flashcoders] attachMovie[imgID] - attachMovie(imgID, newName, myDepth)

2006-02-02 Thread Latcho

Adont you just miss the *newname *and *depth *param ?

var myDepth=0
...
.
myDepth+=1

this[rfcClip].container.attachMovie(imgID,newName,myDepth)



Adrian Lynch wrote:

Try: this[rfcClip].container.attachMovie(imgID);

Ade

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Corban
Baxter
Sent: 02 February 2006 17:15
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] this[rfcClip].container.attachMovie[imgID];


Hey guys I am working on this project still that is doing a whole lot of
random things. Since I have not converted over to AS2 yet I am having
some problems with doing this...
this[rfcClip].container.attachMovie[imgID]; the rfcClip and the imgID
variables are pulling from arrays and seem to trace perfect but for some
reason the clip's are not showing up nor attaching to my stage. I was
hoping someone could take a quick look at the file and tell me what they
think might be the problem. I have uploaded a zip with the FLA to my dev
server. Any help would be greatly appreciated. Thanks!

http://webdev.funimation.com/fun2004/coders/s3.zip - FLA file

Problem occurs in the loadImage function on frame 9 line 51. This
function is called though an interval at the end of each marker: ie
marker: lay_1, lay_2 etc...

//cb


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Re: [Flashcoders] .attachMovie issue

2006-01-29 Thread Michael Bedar

He's typecasting, so no new operator is needed.

As for the original question, your getNextHighestDepth is on the  
wrong MC for starters..


this.PointContainer.getNextHighestDepth()

-not -

this.getNextHighestDepth()





On Jan 29, 2006, at 8:55 PM, Nathan Derksen wrote:

If Record is a class you created, then you are missing the new  
operator.


var temprec:Record = new Record(this.PointContainer.attachMovie 
(Record, Record_ + String(count++), this.getNextHighestDepth()));


Nathan
http://www.nathanderksen.com


On Jan 28, 2006, at 11:30 AM, Mark Ribau wrote:


Ok.  Someone please help.

I use the new point function listed below twice in the test code  
below that.  Whichever 'point' is created last is the only one  
displayed, while the others are lost.  How do I get it to keep the  
old attached movies too??


bleh.NewPoint function:

   function NewPoint():Record
   {
   var temprec:Record = Record(this.PointContainer.attachMovie 
(Record, Record_ + String(count++), this.getNextHighestDepth()));

 return temprec;
   }

test code in frame 1:

trace(bleh.ImageContainer._width +  .  + bleh.PointContainer._x);
trace(bleh.ImageContainer._height +  .  + bleh.PointContainer._y);

var temprec:Record = bleh.NewPoint();
//parse line removed
temprec.gotoAndPlay(Normal);
temprec._x = temprec._GPSX * (bleh.ImageContainer._width / 2);
temprec._y = temprec._GPSY * (bleh.ImageContainer._height / 2);

var temprec2:Record = bleh.NewPoint();
//parse line removed
temprec2._x = temprec2._GPSX * (bleh.ImageContainer._width / 2);
temprec2._y = temprec2._GPSY * (bleh.ImageContainer._height / 2);
temprec2.gotoAndPlay(Normal);

trace(temprec._name);
trace(temprec._GPSX + ,  + temprec._GPSY);
trace(temprec._x +  ,  + temprec._y)
trace(temprec._width +  x  + temprec._height)

trace(temprec2._name);
trace(temprec2._GPSX + ,  + temprec2._GPSY);
trace(temprec2._x +  ,  + temprec2._y)
trace(temprec2._width +  x  + temprec2._height)

trace output:
undefined
undefined, undefined
undefined , undefined
undefined x undefined
Record_1
0.3000, 0.3
45 , 45
10.5 x 10.5


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[Flashcoders] attachMovie synchronization

2005-10-26 Thread Dhiraj Girdhar
Hello,

 

I have a movie clip symbol, say 'X'.

X has a movie clip placed inside, say 'Y'.

There is code on Y i.e. 

onClipEvent(load) {

_root.func1();

}

 

Now when I attach X using attachMovie i.e. having following code:

 

attachMovie(X, Instance1,1);

_root.func2();

 

func2 gets called before func1. Which states that attachMovie is not
completely synchronized.

 

Is there any way by which I can execute func2 after whole X has been
loaded i.e. even load event of movie clips inside X has been triggered?

The condition is that I cannot move call of func2 to load event of Y.

 

Thanks in advance.

 

Dhiraj Girdhar

 

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[Flashcoders] attachMovie synchronization

2005-10-26 Thread Dhiraj Girdhar
Hello,

I have a movie clip symbol, say 'X'.
X has a movie clip placed inside, say 'Y'.
There is code on Y i.e. 
onClipEvent(load) {
_root.func1();
}

Now when I attach X using attachMovie i.e. having following code:

attachMovie(X, Instance1,1);
_root.func2();


func2 gets called before func1. Which states that attachMovie is not
completely synchronized.


Is there any way by which I can execute func2 after whole X has been
loaded i.e. even load event of movie clips inside X has been triggered?
The condition is that I cannot move call of func2 to load event of Y.

Thanks in advance.
Dhiraj Girdhar
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RE: [Flashcoders] attachMovie synchronization

2005-10-26 Thread Laurent Oberlé
Hi,

You can attach en init object to your clip X like this :

init_obj = new Object();
init_obj.onEnterFrame = function() {
_root.func2 ();
delete(this.onEnterFrame);
}
attachMovie(X, Instance1,1, init_obj);



like this func1 is called before func2.

Laurent




-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Dhiraj
Girdhar
Envoyé : mercredi 26 octobre 2005 08:14
À : Flashcoders mailing list
Objet : [Flashcoders] attachMovie synchronization

Hello,

I have a movie clip symbol, say 'X'.
X has a movie clip placed inside, say 'Y'.
There is code on Y i.e. 
onClipEvent(load) {
_root.func1();
}

Now when I attach X using attachMovie i.e. having following code:

attachMovie(X, Instance1,1);
_root.func2();


func2 gets called before func1. Which states that attachMovie is not
completely synchronized.


Is there any way by which I can execute func2 after whole X has been
loaded i.e. even load event of movie clips inside X has been triggered?
The condition is that I cannot move call of func2 to load event of Y.

Thanks in advance.
Dhiraj Girdhar
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RE: [Flashcoders] attachMovie synchronization

2005-10-26 Thread Dhiraj Girdhar
Hi,
Thanks for this solution. At least I got to know about initialization   
parameter in attachMovie. But this way I will be dependent on frame rate. 
Can there be some solution which is not dependent in frame rate?


~Dhiraj

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Laurent Oberlé
Sent: Wednesday, October 26, 2005 3:01 PM
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] attachMovie synchronization

Hi,

You can attach en init object to your clip X like this :

init_obj = new Object();
init_obj.onEnterFrame = function() {
_root.func2 ();
delete(this.onEnterFrame);
}
attachMovie(X, Instance1,1, init_obj);



like this func1 is called before func2.

Laurent




-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Dhiraj
Girdhar
Envoyé : mercredi 26 octobre 2005 08:14
À : Flashcoders mailing list
Objet : [Flashcoders] attachMovie synchronization

Hello,

I have a movie clip symbol, say 'X'.
X has a movie clip placed inside, say 'Y'.
There is code on Y i.e. 
onClipEvent(load) {
_root.func1();
}

Now when I attach X using attachMovie i.e. having following code:

attachMovie(X, Instance1,1);
_root.func2();


func2 gets called before func1. Which states that attachMovie is not
completely synchronized.


Is there any way by which I can execute func2 after whole X has been
loaded i.e. even load event of movie clips inside X has been triggered?
The condition is that I cannot move call of func2 to load event of Y.

Thanks in advance.
Dhiraj Girdhar
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Re: [Flashcoders] AttachMovie - where is x=0,y=0?

2005-10-19 Thread Alain Rousseau
the initial 0,0 point for any clip, stage, button, etc .. is at the top 
left corner. It's allways best to position your instances that way as 
well, for it will be easier later on to manipulate it's positioning.


Alain

eric dolecki wrote:


initial attach is at 0,0 of the stage. perhaps you need to check your info
panel to see that the triangle you created doesn't actually have its
registration point on the bottom left point of the triangle.

e.d.

On 10/19/05, Kevin Boyd (MMCR) [EMAIL PROTECTED] wrote:
 


Having some issues attaching a movie clip in 7. if I draw a right-angled
triangle with it left most bottom point at 0,0 in the movieclip and then I
use attachMovie and position that at 0,0 on the stage; it plots the
triangle's middle at 0,0 and not the tip as drawn in the mc!

What are the basic rules of how MC's are attached, can't find anything in
the docs about this.

TIA

Kevin

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