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Choose starting frame

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kizza0
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Choose starting frame 2010-02-18 23:06:16 Reply

How do i go about choosin the starting frame of a symbol in flash cs4? or cs3?
I remember flash 8 allowed you to do this in it's properties. I mean, how can you lip sync without this feature?


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Innermike
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Response to Choose starting frame 2010-02-19 04:23:31 Reply

It has to be a graphic , in the properties panel just type the starting frame in the little box ,same as flash 8 really


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kizza0
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Response to Choose starting frame 2010-02-19 05:47:10 Reply

Well thats sucks royale dick. What if you have a 10 duplicate movieclips used for a game. You need to set their first frame in code?


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Innermike
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Response to Choose starting frame 2010-02-19 10:48:54 Reply

At 2/19/10 05:47 AM, kizza0 wrote: Well thats sucks royale dick. What if you have a 10 duplicate movieclips used for a game. You need to set their first frame in code?

Oh in a game ? thats movie clips then , you could just go inside the MC and put a gotoAndStop or in the class or instance .gotoAndStop but of course you already know all this kizza so why are you asking ?


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kizza0
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Response to Choose starting frame 2010-02-20 03:34:26 Reply

Because Im helping a friend at school create a game. He has set up his boundaries (walls etc) (lots of them) but some will be looking different. So i thought each could jsut have multiple frames and he can choose the starting frame for each.


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Innermike
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Response to Choose starting frame 2010-02-20 07:33:37 Reply

At 2/20/10 03:34 AM, kizza0 wrote: Because Im helping a friend at school create a game. He has set up his boundaries (walls etc) (lots of them) but some will be looking different. So i thought each could jsut have multiple frames and he can choose the starting frame for each.

If hes adding the walls with a for loop why not make an array that contains the frames they should stop at and loop through it ?

And whys this in the animation forum ?


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kizza0
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Response to Choose starting frame 2010-02-20 21:48:10 Reply

Well, for each of his levels, he is going to place down about 20 or so walls. Although not all are going to be the same size but they will use the same code for collision detection. So I figured e could drag and drop form the library, choose the starting frame (Size/ look of the wall) and walah.


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Innermike
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Response to Choose starting frame 2010-02-21 09:28:38 Reply

At 2/20/10 09:48 PM, kizza0 wrote: Well, for each of his levels, he is going to place down about 20 or so walls. Although not all are going to be the same size but they will use the same code for collision detection. So I figured e could drag and drop form the library, choose the starting frame (Size/ look of the wall) and walah.

why doesnt he just hittetspoint 1 big MC containing the walls ?then he could have them as graphics inside and use the starting frame thing


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Sam
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Response to Choose starting frame 2010-02-21 09:40:52 Reply

More than likely Mike, because he's using hitTestObject rather than hitTestPoint. With 4 blocks of small code, you can create any shaped level you want and it will act as a boundary using hitTestPoint.

Now gtfo my animation forum >:(

kizza0
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Response to Choose starting frame 2010-02-22 03:35:41 Reply

I'd love to just have a graphic inside the movieclip but by changing it's starting frame you are changing the starting frame of the graphic within ALL movieclips. By the way, I haven't used hitTest at all since migrating to as3.


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Innermike
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Response to Choose starting frame 2010-02-22 13:31:00 Reply

just use hittestpoint if youre friend isnt a pro or anything ittl get him by and works pretty fine


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kizza0
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Response to Choose starting frame 2010-02-22 23:11:16 Reply

I don't see how using hitTest point is going to help me with manually choosing starting frames?


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