Export in first frame.
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- silencer
What advice can you guys give me on this function in flash?
All my animations/sounds and movie clips are being attached from the library using linkage, thus rendering my loader obselete as all my graphics load on the first frame. Anyone got any tips on the most efficient way to get past this problem?
Thanks.
- silencer0
I found a few quick fixes on action script.org but no best practise, Would appreciate if anyone could help out.
- UndoUndo0
have you created your library with linkage ids and then dragged them into yr interface as linked objects?
- UndoUndo0
yr preloader is using ifFrameLoaded?
- silencer0
Do you mean have I dragged them onto the main timeline?
- silencer0
Nope I was using GetBytesLoaded.
- UndoUndo0
have you dragged the linked graphics into your library and then used them on the stage with ifFrameLoaded in yr preloader?
I dont know that this works just trying to figure it out!!! be good to know the answer
- silencer0
All the graphics are already in my library (with linkage IDs) I tried disabling the 'export in first frame function', then dragging all my clips into a movie clip on the main timeline then making the layer a guide. This didn't seem to work...
- UndoUndo0
in yr library keep all of mc's set with export in first frame. open up yr interface and drag the library items into the interface library. if you look at the properties in the interface library they will say import in first frame. then on yr preloader use ifFrameLoaded.
- ********0
Use two scenes... the first scene as a preleader, the second scene your movie.
- ********0
If its linked for use in the library the it should be included in getBytesTotal. So your preloader should recognise it.
- ********0
oops read your post wrong. Like someone else suggested, drag the items onto the stage so they have a chance to preload. in theroy that should work no?
- silencer0
Yeah I'm sure I can get that working, jus seems a bit of a round about way of working, because it means I'll have to drag every clip to the stage as I create it (for testing purposes) Guess I'm just hoping for a miracle fix! Thanks for all your help by the way.
- UndoUndo0
you dont need to drag it to the stage just the library
- silencer0
I'm not sure I understand. All my clips are already in the library with linkage IDs specified.
- ********0
I'm not sure I understand. All my clips are already in the library with linkage IDs specified.
silencer
(May 13 05, 03:46)They should be included in getBytesTotal then.
- UndoUndo0
you have a library that holds all of yr graphics and fonts etc. All items in this library have linkage ids and are set to export in first frame. call this say resourceLibrary.fla and publish it.
You then have yr app say called interface.fla and you open it. You then drag the items you want to use from the resourceLibrary.fla into the library of interface.fla and use them as normal. When you publish interface it will try and load in items from resourceLibrary.swf at run time.
does that make sense??
- UndoUndo0
skt is right with what you have done at the mo.
- silencer0
For some reason my file seems to be loading all the clips before the preloader starts working (ie: it loads 200k of the file and then the loader appears when it gets to 80%.
My preloader is in a different scene than my main movie, and none of the graphics are on the stage.
- UndoUndo0
are you using fonts and images that are externally linked. if so it will wait for these to load before doing anything
- silencer0
No, all my images are in movie clips and I'm only using 1 font which is embedded.