Ive got some code…
on (rollOver) {
tellTarget (“decks”) {
gotoAndPlay(6);
}
}
which is all fine and dandy. What i now want it to do is check to see if it is already on frame 6 or not… probably an ‘if/else’ kinda thing which i did ages in flash 5… now im blank. Can anyone fill in my blanks? Cheers.
system
July 14, 2003, 8:40pm
2
[AS]on (rollOver) {
if(decks._currentframe==6){
//do your stuff
}
}
[/AS]
system
July 14, 2003, 9:11pm
3
Oh yea since you’re in a MX forum i suppose you’re using MX, so i guess you should be using the dot stuff instead of the telltarget stuff. Just incase you don’t know, it should be (i’m guesing since i really don’t know anything about tellTarget :)):
[AS]
on (rollOver) {
_root.decks.gotoAndPlay (6)
}
[/AS]
system
July 14, 2003, 9:36pm
4
Cheers guys, im feeling closer but there are apparantly syntax errors in this
on (rollOver) {
if(decks._currentframe==6){
tellTarget ("decks") {
gotoAndPlay(6);
}
}
and im afraid im not sure what youre on about with the root malarky. I use it to control the main timeline from an mc, but right here im lost…
system
July 14, 2003, 9:41pm
5
That code makes no sense. If its already in frame 6 why gotoAndPlay(6)?
system
July 14, 2003, 9:44pm
6
on (rollOver) {
if(decks._currentframe==6){
decks.gotoAndPlay(6);
}
}
system
July 14, 2003, 9:45pm
7
good point claudio:thumb:
system
July 14, 2003, 9:55pm
8
You could use something like this:
on (rollOver) {
if(decks._currentframe==6){
_root.ball_mc.gotoAndPlay(2); // tell ball_mc to gotoandplay its 2nd frame.
}
}
system
July 15, 2003, 2:42pm
9
Uhuh, I see. I need
if current frame of the target is 6, do nothing.
if it is anything else, go to and play six.
Sorry i’m being so vague. Is that even how you spell vague? Sorry.
system
July 15, 2003, 3:07pm
10
i think it should be currentframe==!6
which i think means anything but 6.
system
July 15, 2003, 3:09pm
11
*Originally posted by blah-de-blah *
**i think it should be currentframe==!6
which i think means anything but 6. **
Should be currentframe != 6
system
July 15, 2003, 4:39pm
12
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If anyone could take a look at this for me id be vey grateful. i just cant seem to get anything but the simple
on (rollOver) {
tellTarget (“decks”) {
gotoAndPlay(6);
}
}
to work. Its fine until you roll off of the buttons and back on to the active areas…
system
July 15, 2003, 5:31pm
14
Absolutely perfect. Good man. Jesus will want you for a sunbeam.