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Subject: FLASH: MM, question..
From: David Gary
Date: Mon, 19 Oct 1998 09:00:22 +0100



MM,

Well spending all night converting my movies from Flash2 to Flash3, Ive
learned a couple of things and of course questions arise.

I notice in movie clips that "goto and play" doesnt overide "stop" actions
in their own timelines.
What is the point of goto and play in the first place? Is it just for "tell
targets"
Why not just have "play"/label commands in those frame that you point to?

I find that "Goto and plays" wont overide "stop" commands in keyframes on
their own timeline, but they will from outside tell targets. Because of this
if I have a looping animation I have to add extra frames to the loop so it
studders an extra frame and then I have to apply an additional "loop" label
to point to and play after a "parked" frame that has a stop action at the
beg. of the animation. THis is needless as far as I can tell. To be more
specific, I have a MC sitting on a layer in my main timeline. THere is a
"stop" action keyframe in its first frame labeled "park". Now, when I "tell
target" that MC to play with a "goto and play" (park), it will play as
told. However, when I have a "goto and play" at the end of the MC's timeline
with a "goto and play" command of its own to loop the animation it does NOT
overide the "stop" action. I also tried to "tell target" the MC from its own
timeline and this wont override the "stop" action either.

When your dealing with symbols that animate in conjuction with each other,
then
MCs are useless in some cases. When this occurs(quite frequently) "goto and
plays" _need_ to over ride "stop" actions. In my experience, "goto and
plays" should hold seniority over any other command in Flash.

Maybe in F4, huh guys?

-DG-


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Replies
  Re: FLASH: ARCANE UPDATE, Steve Couture

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