# nextFrame playhead stops all Movieclips?

**URL:** <https://forum.kirupa.com/t/nextframe-playhead-stops-all-movieclips/323874>\
**Category:** flash\
**Created:** [July 21, 2011, 11:13pm UTC](https://forum.kirupa.com/t/nextframe-playhead-stops-all-movieclips/323874 "2011-07-21T23:13:51Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![jerkazoid](https://avatars.discourse-cdn.com/v4/letter/j/87869e/32.png) [@jerkazoid](https://forum.kirupa.com/u/jerkazoid)\
**Post date:** [July 21, 2011, 11:13pm UTC](https://forum.kirupa.com/t/nextframe-playhead-stops-all-movieclips/323874/1 "2011-07-21T23:13:51Z")

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I’m learning to code  
[http://torbach78.carbonmade.com/projects/3225767](http://torbach78.carbonmade.com/projects/3225767)

its the same structures we see in many online tutorials obviously, what is bugging me is during up and down i have the ship perform some roll action (rtype knock off) **this.nextFrame** & **this.prevFrame** seem to cause the playheads to stop in the engine/thrust movieclip; even though its timeline, (i thought), was independent.

my solution was make _ourBody_ inside _ourShip_…call next/prev frames to just ourBody and leave the engine+thrust animation movieclips out of that process…  
dur…

i can see advantages to having control over the engine/body separately but feels like a bit of a band-aid, should I be thinking more in terms of flashes default art ability to have a movieclip play regardless of parent timelines as the “unusual” logic here?
