# What is the problem here?

**URL:** https://forum.kirupa.com/t/what-is-the-problem-here/172343
**Category:** Uncategorized
**Created:** [December 13, 2005, 3:12pm UTC](https://forum.kirupa.com/t/what-is-the-problem-here/172343 "2005-12-13T15:12:11Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![Lord\_Rahl](https://avatars.discourse-cdn.com/v4/letter/l/a87d85/32.png) [@Lord\_Rahl](https://forum.kirupa.com/u/Lord_Rahl)
#### Post date: [December 13, 2005, 3:12pm UTC](https://forum.kirupa.com/t/what-is-the-problem-here/172343/1 "2005-12-13T15:12:11Z")

</div>

Ok, this is getting annoying. I have a project I am working on, and in a part of the game I have a movieclip. In this movieclip there are two frame. The first frame is a unanimated version with a button that it starts on. But the second frame is a animated version with the button. The point is, I have a movieclip with a fake picture of a button in frame one, and the real button in frame two. This is where the problem comes in. When you click the button that is in the second frame, it is supposed to go to a certain scene and frame. In this case, here is what I have.

```auto

on(release){
 _root.gotoAndStop("Story", 1);
}

```

Easy and normal coding… but it doesn’t work. I have used the trace command to try and figure out if it works, and the trace command works… but this gotoAndStop part doesn’t. I have the scene name correct. Whats wrong?
