Maximize Flash Projector window (noob)

OK, with Flash MX I have a quick intro as a projector file which then runs my main cd-rom presentation (a swf file).

I’m looking for a way in which I can maximize the main presentation so that it hides the users desktop, but keep the movie size itself the same (700x550). When I run it I can manually maximize the presentation but is it possible to do it automatically, perhaps using an fscommand?

TIA:crazy:

PS. I’m not using any internet browser software, just the flash projector.

you can use the stage object and a fscommand

Stage.scaleMode = "noScale";
fscommand("fullscreen", "true");

or both fscommand

fscommand("allowscale", "false");
fscommand("fullscreen", "true");

:wink: =)

Kax, thanks soooo much! We were about to purchase some software to do that, but your way was fantastic!!

I have another related question…

when i initially run my projector exe it runs in a window mode, slightly smaller than my main presentation (700x300).

can u tell me how i put an fscommand at the beginning of my intro movie so that it also runs maximized and not windowed.

i’m under the impression that fscommands only work on button objects (on release). can i put it in a frame when the intro starts up?

tia (again!)

yup. just paste the script in the first frame =)

can u tell me what the event is? (i’m a complete noobie!!). “release” doesn’t work coz there is no button to attach it to…

here’s the code i used

on (release) {
loadMovieNum(“cd_presentation_1 soundtrack.swf”, 0);
fscommand(“fullscreen”,“true”);
fscommand(“allowscale”, “false”);
fscommand(“showmenu”, “false”);
}

and here’s the error i got

Scene=Scene 1, Layer=actions, Frame=1: Line 1: Mouse events are permitted only for button instances
on (release) {

thanks

PS. I have now removed this line:

loadMovieNum(“cd_presentation_1 soundtrack.swf”, 0);

coz i didn’t want the main pres to load! still get same error tho.

you don’t need an event…

loadMovieNum("cd_presentation_1 soundtrack.swf", 0);
fscommand("fullscreen","true");
fscommand("allowscale", "false");
fscommand("showmenu", "false");

by the way… event handlers used from a frame of the movie is a bit different than attaching the script to a movie clip/button

ie. in a movie clip/button the script would be

on (release) {
statement(s);
}

in a frame the script would be

instance.onRelease = function() {
statement(s);
}

dynamic event handlers

thanks kax, i got it sorted at last!

it’s looking good! now all i have to do is burn 75 cd’s!!:ub:

:stuck_out_tongue:

no problem mark :wink: =)

sorry to bug you again kax…another question.

when the movie loads it stops on frame one where i have some sound controls which work, but i want the sound to start automatically.

i’m guessing that i should have another frame script to get the sound playing but i’m not having any joy.

can u help? this is the code i’m trying to use:

playsound(“01 track main.mp3”);

stop();

tia
:frowning:

ehmm…

playsound… ? you need to define a sound object first… then load the sound…

mySound = new Sound();
mySound.loadSound("01 track main.mp3", true);

could you please be more specific? could you post the code in your sound control? :-\

:stuck_out_tongue:

i tried the above code but it didn’t play the soundtrack (didn’t get an error tho)

here’s my code for the sound control buttons, which work fine:

mySound01 = new Sound();
mySound01.attachSound(“soundtrack01”);
mySound01.stop();

playButton.onRelease = function() {
mySound01.Start(0, 999);

}
stopButton.onRelease = function() {
mySound01.Stop();
}

do u think the problem comes from the fact that i have a stop(); action in the same frame?

oh!! you’re attaching the sound from the library… i though you were loading the sound dynamically :stuck_out_tongue:

mySound01 = new Sound();
mySound01.attachSound("soundtrack01");
mySound01.start();

just instead of the stop() use start()… ? :stuck_out_tongue: :wink:

cool, working now! thanks again kax!!

anytime man =)