[quoted text, click to view] Tangier Clarke wrote:
> I bought a template that I am modifying and the buttons only work with this
> code that the author put in:
>
> on (release) {
> if (_root.link<>8) {
> _root.link = 8;
> _root.play();
> }
> }
>
> I don't know what it's doing nor how to use it.
Well, there is some kind of transition, most probably multiple sections on main timeline.
Once the button is clicked it will set a flag what link is being used so when next button is clicked
the first link will close and than the new button action will proceed.
A neat way to keep open-close-open kind of transitions.
All these templates are made in similar fashion, done plenty of these myself.
[quoted text, click to view] > I'd rather use a simple button action script, but I can't get any to work:
> on (release) {
> gotoAndPlay("Scene 1", maintitles);
> }
>
> nor
> on (release) {
> gotoAndPlay("Scene 1", "maintitles");
> }
Well, it's not that simple, you will need to make major changes in the whole file.
Why not just start from scratch, copy paste the graphics if you like them and code it
according to your preference. Just a little side note, the above action would not be correct
to use. Widely discuss on forum hundreds of times in past years that scenes are ONLY
for authoring purpose , they are not included in final SWF files . Your movie become one
long timeline once exported and Scene basically are to give an end to one and beginning to
another timeline . That's why you can't target them in your actions.
If scene 1 has 10 frame and scene 2 has 10 frames , on export it become 20 .
SO first frame of second scene will become not 1 but 11 .
Labels are what you after .
Attach unique label to first frame of scene you like to target and use
_root.gotoAndPlay("labelNAme");
--
Regards
Urami
--
<urami>
http://www.Flashfugitive.com </urami>
<web junk free>
http://www.firefox.com