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View Full Version : Preload Bug ?


The Stranger
10-11-2002, 06:29 PM
First of all, sorry if this is a real dumbass question, but I have attempted to fix it myself and searched the tutorials, but no to avail,

So, the basic set up:
Scene 1 contains a preloader, pretty straight forward deal that ends with a :

gotoAndPlay ("main", 1);


Now, scene 2 (main) is only one frame. It contains mc's and other assorted bits and bobs, but for some reason the mc's, that should react to a rollover, refuse to cooperate, they just sit there. But if I remove the preloader, then they work fine, no problems. This only happens on some machines, mac & pc, running various versions of explorer and the flash plugin, it does work most of the time on most machines, but I need to get rid of this bug.

Is this a known problem?
Any solutions ?
Little help please !

pom
10-11-2002, 07:06 PM
You have a piece of code to show us? A fla? A link? A swf? Something!!

pom :D

The Stranger
10-11-2002, 09:20 PM
Due to situations beyond my control I can't show the actual site yet but here's the preloader code I'm using :

Scene 1 Frame 1

total_bytes = Math.round(_root.getBytesTotal());
loaded_bytes = Math.round(_root.getBytesLoaded());

percent_done = int((loaded_bytes/total_bytes)*100);
bar.gotoAndStop(percent_done);
ifFrameLoaded ("main", 1) {
gotoAndPlay ("main", 1);
}

Scene 1 Frame 2
gotoAndPlay (1);


which as far as I know is pretty normal code and like I said, this whole thing works fine on the majority of platforms.

Then in Scene 2 (main) there are very basic straight forward movie clips, animations, that in certain circumstances don't work. There is no real code going on at this level. The things just don't play. I'm trying to track down a specific platform setup so as to replicate the problem.

I was basically just wondering if anyone had encountered any similar problems and if they had any solutions.

Thanks.
TS.

The Stranger
10-11-2002, 09:22 PM
This is done using Flash 5. Don't know if that matters or not.

pom
10-12-2002, 07:54 AM
I don't know, I've never used ifFrameLoaded before. Why don't you check the percent_done variable instead?total_bytes = Math.round(_root.getBytesTotal());
loaded_bytes = Math.round(_root.getBytesLoaded());

percent_done = int((loaded_bytes/total_bytes)*100);
bar.gotoAndStop(percent_done);
if (percent_done!=0 && percent_done>=100){
gotoAndPlay ("main", 1);
}

Scene 1 Frame 2
gotoAndPlay (1);
Just a thought.

pom :)

The Stranger
10-12-2002, 11:56 AM
I'll give that a try, see how it goes.

Thanks.
TS