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Symbol Combinations and
Specifying Targets Part II

We start combining symbols by taking a look first at how to combine symbols by Grouping them and keeping them all on the same timeline. To facilitate this tutorial, we will not be providing the steps necessary to generate the graphics or movie clips themselves, you will need to generate or use your own that match the type called for.

Dissymmetry Advanced Flash Tutorial (5,214 bytes)

Grouping Symbols

This method of combining symbols is a good place to start until you feel comfortable with action scripting and specifying targets. It keeps the actions script complexity to a minimum and is the easiest to set up.

1) In the main timeline of a new movie, insert an animated movie clip symbol, a separate button symbol and a text box. These items should all be inserted into the same layer. Position these items in relation to each other as you wish them to appear. Re-arrange the order if necessary so that the button is on top of the rest so it is accessible. This, however, can be used to your advantage, if hiding the button behind a movie clip is a desired effect.

2) Select all of the symbols you would consider a "unit" and group them ("Modify>Group") Then edit the selected group. Care should be taken that you are editing where you think you are. Pay attention to the top left section above the layers window. There it will show you a hierarchical path of where you are currently editing.

3) Name the instance of the movie clip "MC1", then edit the movie clip and insert the following action script into the first frame:

If (Playing eq "True")
// Condition = Expr.
     Play
Else
     Stop
End If

4) Then insert the following action script into the button:

On (Roll Over, Drag Over)
    Set Variable: "Playing" = "True"
    // Variable = String, Value = String
    Play
End On
On (Roll Out, Drag Out)
     Set Variable: "Playing" = "False"
    // Variable = String, Value = String
End On

Notice in the above action script how when we set the variable "Playing" that we did not use the tell Target action to call the timeline for the movie clip. If you are unclear on why this is, go back to the previous tutorial Symbol Combinations, Part I

The drawback to this method is that with a large number of buttons, this .swf file will be larger than necessary, depending on the amount of other scripting is used for each button and movie slip "unit" or group. The next tutorial will produce a far smaller .swf file and be slightly more responsive on slower machines.

Next Tutorial: Symbol Combinations, Part III (Adding Movie Clips to Buttons)

 

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Last Updated: 12/5/07

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