Flash Q
- Started
- Last post
- 13 Responses
- xaoscontrol
I have a movie that will load ext .swfs. In addition, in the main .swf, I have a navigatoin with a mouse-over/floating balloon feature. This works great untill I load an external .swf. Then, of course, the balloons are covered by the .swf loading on level 10.
My first inclination was to externally load the navigation onto level 20 or something higher so that the balloons will be visible. If I have links or buttons on any of the .swfs that load into level 10, will they still be accessable even if the navigation is on a higher level?
Would loading targets be a better option for the navigation?
link for a lookie:
- Bottlerocket0
why not load into Mc's and control their depth that way?
- Anarchitect0
your balloon 'thingie' should be put on stage using attachmovie.
with that u could have you baloon in a higher level:
this.attachmovie("baloon;"baloon...
- xaoscontrol0
Anarch:
that's going way over my AS coding abilities. I used startDrag to do the balloons....that's how I learned that.
Bottle:
Is that the same as loading into Targets?
- Anarchitect0
look, just give your ballon symbol a linkage identifier in the library [click the symbol, right click]
click "export in the first frame" and name it "baloon"
then use the attachMovie code I wrote.
don't use target/levels [that's deprecated code], load your content into MC's.
- designerror0
yeah! load target in movieclip. way better then level.
- xaoscontrol0
okay...I'll mess with it and see what happens. Im thinking I'll make the external movies load up by way of targeting......that brings up one other question:
will targeting to layers cause a conflict with the balloon? in addition, since I was loading .swfs to level 10, will targeting to layer 10 work the same way? will one swf replace another targeting the same layer?
- Anarchitect0
instead of levels load it to an MC:
//create an empty MC
this.createEmptyMovieClip("holde... 10)://load content
holder.loadMovie("content.swf");vollá.
- xaoscontrol0
okay...i took a crack at it. the swf loads up but the balloon still hides behin the loaded swf
tol hel p you understand my setup, here's my movie structure
timeline>
main_mc>
nav_mc>
balloon_mcthis code sits in main_mc
stop();
this.createEmptyMovieClip("holde... 10);this code sits on one of the buttons to load up the first content.swf
on (release) {
_root.main_mc.holder.loadMovie...
}also, my 'home' button has this code in it to unload the movie (and it even works)
on (release) {
_root.main_mc.holder.unloadMovie...
}
- Anarchitect0
don't use code on buttons. name them using the property inspector (ie. myButton) and code its event in an action layer [that will make your code more centralized]:
myButton.onRelease = function(){
_root.main_mc.holder.loadMovie... swf");
}regarding the hide thing, well you should use the attachmovie trick I wrote earlier.
- xaoscontrol0
I'm on MX not MX 2k4, btw.
will the attacheMovie trick attach the balloon to the mouse or to the button?
this is the code for the balloon dealio
on nav_mc timeline:
stop();
startDrag(_root.main_mc.navi_mc... true);code attached to instance of baloon_mc:
onClipEvent (enterFrame) {
if (_root.x==1) {
this._alpha = 90;
} else {
this._alpha = 0;
}
}an, of course, the code on the buttons:
on (rollOver) {
_root.x = 1;
_root.main_mc.navi_mc.caption.wo... = " Home";
}
on (rollOut) {
_root.x = 0;
_root.main_mc.navi_mc.caption.wo... = " ";
}(I know..I read what you said, but this is how I learned it so for right now...no biggie..I'm just trying to solve this problem right now)
- xaoscontrol0
okay....well...since I'm stubborn (my mom's fault), I just changed the overall size of the movie in pixels...adjusted the registration of the balloon and the result is this:
http://www.xaoscontrol.com/fdv2/…
guess that could have been the simplest answer
- Anarchitect0
I'm disappointed.
Look what you've done -> :'-(
- xaoscontrol0
I'm sorry...if you're ever in Atlanta, I'll buy you a beer. :)