View Full Version : button won't work
uberslayer™ 05-26-2003, 11:51 PM I am currently devaloping a Custom garment designer for the company I work for. I haven't used flash for a wee while but it's all coming back. I have designed a simple interface where the user selects a garment design, then colours it, adds logos and lettering and then sends it too us for a quote etc.
But I am stuck after my design is coloured I want to go on to the next stage of dropping in logos but my next button won't work. It's just a gotoAndPlay command to a frame number. It works in flash but not when I publish.
Any help would be great.
Cheers:beer:
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Ian Jones
05-27-2003, 07:33 AM
are you trying to gotoAndPlay into a new scene? or just frame?
uberslayer™
05-27-2003, 08:22 PM
No, the rest of the site is made up of several scenes but the garment design part is just one scene.
Is it because the last button press says :on (release) {
fillColor = 0x663300;
} ????
The back button seems to work though it's just the continue button that doesn't.
Any bods got any ideas?
Thanx in advance.
DainBramaged
05-27-2003, 08:30 PM
Hard to say without seeing the actual fla. Sometimes it's as simple as a targetting problem. If the as for the button is on/in a movie clip, you'll have to target the main timeline (_root.gotoAndPlay();), if it's in a loaded movie, you'll have to target the main timeline's level (0 "zero").
Any more info you can give about the setup? I know it's not reasonable to post a FLA of a work in progress sometimes, but if you can, that would help.
Good luck,
Dain
uberslayer™
05-27-2003, 09:25 PM
Cheers guy's but nothing seems to be working. This has been holding me up for too long so I've sorted a bit of a work around by restructuring the timeline, lol.:D . It seems that a simple play command will work and I've just written the relevent info in the action layer.
Thanx for your help though, I'm sure I'll be needing more before this ordeal is over.
uberslayer™
05-27-2003, 09:35 PM
Whoa! Scratch that last entry............... No it seems not even
"on (release) { play ();}" will work :shrug:
Excuse me while I go destroy something beautiful.:annoyed:
uberslayer™
05-27-2003, 10:46 PM
I think the problem seems to be something to do with the pointer being used as a colouring instrument and then getting it to click a button. Is there some way to make it "drop" all the fill colour info on rollOver or when it enters a different "field" where the buttons are?
uberslayer™
05-29-2003, 12:01 AM
Still banging my head against anything close but I've put that problem on the back burner for a while and found a new one.
I'm making a scrolling gallery of logos to place on the garments. I've gat the gallery scrolling beautifully but I can't seem to make the pic's in the gallery draggable. (is there such a word as draggable? lol)
DainBramaged
05-29-2003, 03:41 AM
Is it a general dragging issue? Have you done dragging before or is it something you're familiar with and that's why you can't figure out why it's not working? Just trying to narrow down the possibilities.
Are you trying to drag a particular movie clip using a clipEvent, or did you embed a button in the movie clip as the drag trigger? I've never tried it before, so I also wonder if it has something to do with the confines of the scrolling clip it is contained within.
No answers, but several more questions...lotta help that was, eh? ;)
Dain
uberslayer™
05-29-2003, 03:48 AM
I've had a few drags before but I didn't inhale:p lol
I was trying to do it all using a clip event but I think it conflicts with the scroll bar.
I'm going to try nesting buttons inside the movie clips..........but I've had enough for today I'll get back into it in the mourning.:beer:
uberslayer™
05-29-2003, 09:22 PM
Right I still can't get this to work. I'm trying to nest buttons in mc's in mc's but I can't work out the script to throw into the objects I want to be draggable.
The script for my srolling library is as follows.
onClipEvent (load) {
diff_y = bound_box._height-scroller._height;
bounds = bound_box.getBounds(this);
top = bounds.yMin+(scroller._height/2);
bottom = bounds.yMax-(scroller._height/2);
function updateScrollbar () {
content._y = -(((scroller._y-top)/diff_y)*(content._height-bound_box._height));
}
}
onClipEvent (mouseDown) {
if (scroller.hitTest(_root._xmouse, _root._ymouse)) {
startDrag ("scroller", false, scroller._x, top, scroller._x, bottom);
scrolling = true;
}
}
onClipEvent (mouseUp) {
stopDrag ();
scrolling = false;
}
onClipEvent (enterFrame) {
if (scrolling) {
updateScrollbar();
}
}
Any one got any ideas what script I can give the pics I want to drag out of the library?:)
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