Start animation with script

Posted by juniorkimbrough 
Start animation with script
September 23, 2008 01:34PM
Whats the script if you want to trigger different animations at different times? E.g., if I click on that button in my flash project that transition for that mc starts etc.

Thank you
Re: Start animation with script
September 24, 2008 05:42AM
Please check out the documentation for the components: http://www.flasheff.com/howtouse/
Re: Start animation with script
September 24, 2008 07:05AM
Thank you. That will be useful.

Unfortunately, the import does not work. I get this:
1172: Definition com.jumpeye.flashEff.symbol.alpha:FESAlpha could not be found.

When I write this:
import com.jumpeye.flashEff.symbol.alpha.FESAlpha;
Re: Start animation with script
September 25, 2008 05:43AM
If you use the pattern from the code, you need to place that pattern (and all of the pattern you use) into the Library first. Just drag them from the Components panel on the Library panel.
Re: Start animation with script
September 25, 2008 07:36AM
Thank you negush. I appreciate the answer
Re: Start animation with script
September 25, 2008 08:18AM
How do I write to delay the text effect?

I got the text in a movieclip that moves into the stage. The problem is that the tween freezes if I load the effect when the mc moves. So I must wait until the mc stops and then load the text effect.

my code:

function release(evt:MouseEvent):void {
var myTween1:Tween = new Tween(mc_slide1, "x", None.easeOut, 112.1, -900, 2, true);
var myTween2:Tween = new Tween(mc_slide2, "x", None.easeOut, 1602, 112.1, 2, true);
this.mc_slide2.dispoEFF.showDelay = 5;
this.mc_slide2.dispoEFF.show();
}
Re: Start animation with script
September 26, 2008 08:08AM
You need to check for the events of the Tween class and apply the FlashEff effect once the tween has finished.
Re: Start animation with script
September 26, 2008 08:43AM
Excellent! Thank you! It works fine now!

myTween2.addEventListener(TweenEvent.MOTION_FINISH, mc_slide2.dispoEFF.show);
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