Flash AS3 movieclip doesn't stop motiontween and no errors are given - actionscript-3

I have the following piece of code:
var Note1:MovieClip = mcNote1;
//Init
Note1.stop();
The instance name and everything is correct but yet it doesn't stop the movieclip??
Here a short overview of my flash file

You could try a couple things. You could edit your movie clip and insert a Keyframe and add "stop();" to frame 1 of your movieclip. Or you could try "Note1.gotoAndStop(1);" in your main function.

Related

AS3 movie instance turning null

I'm banging my head on what seems like a simple as3 problem. I have a flash chart that contains a series of buttons that go to different parts of the timeline on Roll_over.
so for example - the "Market maneuvers" button looks like this
marketManeuversButton.addEventListener(MouseEvent.ROLL_OVER, marketManeuversButtonReaction)
and the function it calls looks like this
function marketManeuversButtonReaction (event:MouseEvent):void{ gotoAndStop('18'); }
The problem is, when I mouseover that button (and many others), it goes to frame '18' and then throws this error:
Error #1009 Cannot access a property or method of a null object
reference
here is my flash file
Any help would be appreciated. Thanks.
When you change frame, flash recreated all objects in frame, and you loose all your data.
Yes, it's simple AS3 problem, just don't use a scene frames at all. Program all in classes, don't use any frames to code any logic except stop(), gotoAndStop(), gotoAndPlay().
In your problem, put all scene in movieclip, exclude control buttons from it to another movieclip and control scene movie clip with control movieclip >____<. It pegleg. Next time just do it right, don't use scene frames.

stop object timeline from looping

I have a movie with several movieClips. One of the movieClips has a timeline with a motion tween. I created an instance of this movieClip:
var board:Board = new Board();
and used board.gotoAndStop(1); to keep the movieClip from playing at the beginning of the movie.
An eventListener checks to see when board collides with something; when it does, a function is invoked that uses board.gotoAndPlay(2) to get the board's timeline going.
I want the playhead on that timeline to stop at the end of the action, rather than looping. I tried to put a stop() on the last frame of that timeline, but Flash tells me I can't put an action on an object.
Can you help me solve this?
Thank you very, very much!
If memory serves, you need to make sure you have clicked in the frame in the timeline, so the frame is selected, and not an object on the stage. Then enter your actionscript.
Make sure you select a single frame where you would like to add actions then add your code
stop();
To make the timeline stop looping

AS3...instantiating movieclips from library and also creating them dynamically...is stop() needed?

In the past, we've put a stop() action in the timeline of movieclip symbols so that the timeline would not play and we would control all animations via code.
We've also done that to the main timeline as well.
Is this still needed for performance reasons? Is this needed for dynamically created movieclips?
I know that the Sprite class should be used if there is no timeline associated with it.
You don't need to do this. When you create your instance, if your movieClip has more than one frame simply call stop on that instance:
var ball:MovieClip = new Ball();
ball.stop();
addChild(ball);

Accessing a subelement in Flash

In Flash CS5 I have a button with an instance name "btn", which is made up of movie clips with instance names "mv1" and "mv2".
The question is: can I use gotoAndStop or something similar on the movie clips inside the button from the stage in which the button is instantiated. In pseudocode:
btn.mv1.gotoAndStop(3);
btn.mv2.gotoAndStop(7);
This is likely to be a very basic question, but the one I could not find any information on in the last half an hour.
Probably yes, if btn happens to be a MovieClip. For (almost?) any other display class (DisplayObject, DisplayObjectContainer, Sprite etc) this will fail in compilation.
If your compiler refuses to run your code, try this:
var mv1:MovieClip = btn.getChildByName("mv1") as MovieClip;
mv1.gotoAndStop(3);
Yes you can.
btn.mv1.gotoAndStop(3); will work perfectly fine.

flash as3: can children not run their own actionscript?

I thought I was being slick by having movieclips that I export for actionscript and then addChild later. I've made this one movieclip that loads html text through as, and it works fine when I drag it to the stage; but if I do
var trackListingBox:trackListingScreen = new trackListingScreen();
addChild(trackListingBox);
it either doesn't run the actionscript, or it's somehow broken. Can children not run their own action script?
Maybe try adding some code to your MovieClip which will fire when the movie clip is added to the stage. Something like this:
this.addEventListener(Event.ADDED_TO_STAGE,onAddedToStage);
function onAddedToStage(e:Event):void {
functionWhichLoadsHTML();
}
They can "run their own actionscript" fine. There's probably a bug in your code in the child clip, but I can't give any advice on it without actually seeing the code.
the problem was that the actionscript was loading before the items it was referring to, thereby giving me errors that items were not found.