loadMovie
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- JamesEngage
Right... don't know why this is doing this but...
Bascially I have a movieClip full of 30 blankmovie clips... I'm basically going through a loop and loading an image into each of these,
they load fine... and then I go to the next frame, and load the image for that one, and so on etc..
the problem is that the minute I try and go directly to one of those frames the image has disappeared, and is replaced with what was contained in the movieclip before hand?
Any clues as to why the stuff don't stay :(
- unfittoprint0
err...
in frame1 you load 1 images for each of the 30 MC's.
and in frame 2 you again load 1 image for each 30' MC's
[?]
- JamesEngage0
i go to frame 1 load an image... the image appears...
i go to frame 2 load an image...
the image appears...
i go to frame n load an image...
the image appears...
i try and jump to frame z and the image has gone...aaghh!!!!
- unfittoprint0
are u using a for loop to 'populate' the image?
usually loops start at 0 and frames start at 1.
u might have to add a unit there somehere, something like gotoAndStop((i+1));
- JamesEngage0
I'm a bit weird like that... so I always put a false value for position 0 anyway...
the thing is.. I can see the images load in... as I go from frame to frame in the loop, and the preloader shows that it is loading too...
it just seems to default back though when I jump to a frame later on...
it is like I need to use 'puppetsprite' or something!?!?!? (a director term)
- unfittoprint0
kinda lost....
- JamesEngage0
movieclip called 'theimage'
inside it are 30 frames, each with a blank movieclip in, on frame 1 it is called imageHolder1, on frame2 it is called imageHolder2.in the root... I say
theImage.gotoandstop(n)
and load an image for it...
so there are 30 images where there used to be blank movieclips...later on in my site I then try and jump to one of these frames to show the image... but it has reverted back to the blank movieclip...
:( going home... d'oh I AM home!
- JamesEngage0
Unfit... how would you recommend populating a timeline with a movieclip with different images for each frame?
- unfittoprint0
a for loop limited by the number of Movieclips.
within it another loop limited by the number of images for each movieclip.
you could make a loader prototype [or an AS2.0 class] with nImages parameter to check if the MC's content have been loaded.
I don't know exactly what kind of interaction you want, but one could, for example, change the images inside change on Rollover, using a setinterval...
- protoculture0
Another way you could do it is in your loadImage movie clip in frame 1, just create all the image holders and populate the image holders at the same time in your for loop.
level=0
for (i=0, i
- protoculture0
Crap, that sucks. My code didn't show up.
I'll post it in a sec.
- protoculture0
http://www.protoculture.ws/misc/…
It's basically the same idea way you had, except instead of using 30 frames AND 30 movieclips, it uses 30 movieclips and one frame. you turn on/off the visiblity properties of images instead of jumping from frame to frame.
- JamesEngage0
cheers proto...
does flash ignore images that are set to invisible?
i.e do they take up any processor time?
- JamesEngage0
beautiful site by the way proto!
- unfittoprint0
they take processor time but it's negligible for the overalll process.
- JamesEngage0
Is there anywhere that has the impact all those types of things has?
- JamesEngage0
it's great talking to some knowledgable souls about flash
- protoculture0
Yeah, negligable.
Thanks! It's taken me months to come up with just the right wording.
- JamesEngage0
didn't the 'shut uppa yer face' one
- erroneo0
Sometimes i have problems if all the holder MC intance names are the same. Try naming the holder MCs differently.
- unfittoprint0
beautiful site by the way proto!
JamesEngage
(aug 18 04, 12:20)indeed.