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flash (macromedia) : I'm sure there's a very simple solution but....


David Stiller
4/1/2006 6:20:11 PM
Stefan_Lesik,

[quoted text, click to view]

Okay.

[quoted text, click to view]

Hmm.

[quoted text, click to view]

Aha. Well, it will help you to know that imported SWFs do not retain
their ActionScript or sound. The only things that remain after an import
are shapes, symbols, and tweens (and other visuals like fonts, etc.).

It is possible, though, to bring all your assets from one movie to
another. Open both FLAs in Flash and copy or drag the desired assets from
one FLA's Library to the other's -- or, alternatively, select all the frames
in the main timeline of one movie, copy frames, then paste into the other.

You may want to create a new movie clip in the destination FLA first, so
that you can paste your incoming frames in the movie clip's timeline rather
than the main timeline. This will give you an asset in your Library that
contains elements from the other FLA, but in a nice, convenient package that
you can drag from the Library and easily position where you like.

Another way, less work that the above suggestion, is to load the SWF
into your main FLA dynamically. The the MovieClip.loadMovie() method of the
ActionScript Language Reference for details and sample code.


David
stiller (at) quip (dot) net
Dev essays: http://www.quip.net/blog/
"Luck is the residue of good design."

Stefan_Lesik
4/1/2006 11:02:29 PM
Hi,
I have just created a movie of a scrolling menu in a seperate document to my
main website. If I publish the movie into an .swf and then import it into my
main document, it doesn't scroll as it should. Does anybody know the best way
to import the movie with all its layers and script into the main document,
without having to do it all again?
Thanks in advance
S
Stefan_Lesik
4/2/2006 12:21:57 AM
thats a great help thanks. just another quick question if you don't mind. I
can't stop the movie on the frame where the animation should begin. Am I using
the correct script?
thanks

stop();
mouseX = _xmouse;
listX = list._x;

if (mouseX > 400) {
diff = (mouseX-400)/15;
}
if (mouseX <300) {
diff = (300-mouseX)/15;
}
if (mouseX <= 275 && listX <=580) {
setProperty("list", _x, listX+diff);
}
if (mouseX >= 275 && listX >= -400) {
setProperty("list", _x, listX-diff);
}
if (list._x >= 580) {
list._x = 580;
} else if (list._x <= -400) {
list._x = -400;
}
gotoAndPlay(2);
David Stiller
4/2/2006 1:18:46 AM
Stefan_Lesik,

[quoted text, click to view]

I don't mind.

[quoted text, click to view]

Wherever you want the movie to stop, put this.stop() in a keyframe of
the main timeline. The movie will stop.

[quoted text, click to view]

stop(), by itself is a global function. That will stop the timeline in
which it is place. Putting the word "this" in front of stop() makes it a
method of the MovieClip class (not a stand-alone function). In this case,
either approach will work.

As for the rest ...

[quoted text, click to view]
// etc.

.... I don't see how that relates to stopping the movie on the frame where
the animation should begin. Can you be more specific?


David
stiller (at) quip (dot) net
Dev essays: http://www.quip.net/blog/
"Luck is the residue of good design."

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