478
Each
play
command needs a matching
play done
command to avoid using up memory if the
original calling script isn’t returned to. To avoid this memory consumption, you can use a global
variable to record where the movie should return to.
Examples
This statement moves the playhead to the marker named blink:
play "blink"
This statement moves the playhead to the next marker:
play marker(1)
This statement moves the playhead to a separate movie:
play movie "My Drive:More Movies:" & newMovie
This frame script checks to see if the Flash movie sprite in channel 5 is playing, and if it is not, it
starts the movie:
on enterFrame
if not sprite(5).playing then
sprite(5).play()
end if
end
See also
downloadNetThing
play() (3D)
Syntax
member(
whichCastmember
).model(
whichModel
).bonesPlayer.play()
member(
whichCastmember
).model(
whichModel
).keyframePlayer.play()
member(
whichCastmember
).model(
whichModel
).bonesPlayer.\
play(
motionName
{,
looped
,
startTime, endTime, scale, offset
})
member(
whichCastmember
).model(
whichModel
).keyframePlayer.\
play(
motionName
{,
looped
,
startTime, endTime, scale, offset
})
Description
3D
#keyframePlayer
and
#bonesPlayer
command; initiates or unpauses the execution
of a motion.
When a model’s motion has been initiated or resumed by using this command, the model’s
bonesPlayer.playing
property will be set to
TRUE
.
Use
play()
with no parameters to resume the execution of a motion that has been paused with
the
pause()
command.
When
play()
is called and only the
motionName
parameter is specified, the motion will be
executed by the model once from beginning to end at the speed set by the modifier’s
playRate
property.
The optional parameters of the
play
command are as follows:
looped
specifies whether the motion plays once (
FALSE
) or continuously (
TRUE
).
startTime
is measured in milliseconds from the beginning of the motion. When
looped
is
TRUE
,
the first iteration of the loop begins at
offset
and ends at
endTime
with all subsequent
repetitions of the motion beginning at
startTime
and end at
endTime
.
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