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  1. This is great, thanks a lot Carl. I just needed a basic example to build on, and this should fit the bill nicely. Also, I just wanted to say that you guys are doing are terrific job and are always so very helpful. Cheers, Alan
  2. Hello there, I would really like some guidance on the best approach for loading multiple SWFs via an array of buttons ie. each button loads a different SWF url. Should I use a Loadermax parse?, if so, how exactly should I go about it? Any example code would be greatly appreciated. Thanks, Alan
  3. Well actually Carl's solution seemed to work the best, as tweenTo interupts the toggle which then requires two clicks before it activates again. Anyhow, I wasn't really complaining about it, I was just curious to see if it was possible. But I decided to totally reconstruct the code so that an onReverseComplete wasn't required, which in turn solved another issue I was struggling with. Thank you all again for your contributions. I always receive quick helpful advice from these forums, for which I am truly grateful. Cheers.
  4. Thanks Carl, so I take it tweenTo(0) was suppose to work in that scenario? Thank you for the work around. Cheers.
  5. This is just a simplified sample, it makes sense in context of the larger project it's from. Thanks, I tried tl.tweenTo(0) but it still seems to activate the onReverseComplete, which is what I don't want to happen.
  6. Hi, I have a timeline with an onReverseComplete and a listener that toggles the tween and another listener that just reverses it. Is it possible to reverse the tween without activating the onReverseComplete? Thanks. var tl:TimelineMax; tl = new TimelineMax({paused:true, reversed:true, onReverseComplete:doSomething}); tl.to(mc1, 0.5, {x:"50"}); tl.to(mc1, 0.5, {y:"50"}); mc1.addEventListener(MouseEvent.MOUSE_DOWN, mcTween); mc2.addEventListener(MouseEvent.MOUSE_DOWN, mcReverse); function mcTween(e:MouseEvent):void { tl.reversed(!tl.reversed()); tl.resume(); } function mcReverse(e:MouseEvent):void { tl.reverse();//don't want this to activate onReverseComplete } function doSomething():void { trace("something"); }
  7. Well, that makes sense. I must admit that I always use tweenmax, so the thought of having to activate it separately never occurred to me. Thank you.
  8. Hiya, For some reason autoAlpha won't work when it's contained in a Timelinemax. But if I replace it with alpha it works fine. What am I doing wrong? I've attached a simple FLA showing this. Using Greensock version 12.1.3 on a Windows 7 PC. Thanks. autoAlpha_Test.zip
  9. Yeah I initially thought it may have been a Flash "bug", but then it seems to work just fine when using the native classes. Even Tweener works great, so how does that add up?!. When using Greensock it's almost like the tween is holding onto the loader for some reason, hence the memory build up. Anyway, thanks for your help. I guess I'll just have to find some other way around it, even if it means placing a "dummy" tween on the parent. Seems like a real waste of code though.
  10. Thanks, but were you using a mac? Perhaps it's a windows issue?, because I've tried it on 3 different windows computers and they all do the same thing (don't have access to mac) . Here's what I've discovered so far (using latest greensock version): It only seems to happen on standalone and Air desktop players ("publish preview" in Flash Pro and web plugins work fine). Happens in all standalone player versions I've tested from 10 to 12. Happens when a tween is attached to a video, image or swf content or using dispose with flush content ie: vidContainer.dispose(true); Using native AS3 tweens don't do it. Here's another strange one, if a tween is also on the parent swf it doesn't do it. This is just really baffling. If I didn't have to use the standalone players or Air for Desktop I wouldn't mind, but unfortunately my projects require it.
  11. Thanks Carl, but I don't know what's going on with my version. I get the same "publish preview" results as you (doesn't pass 30), but inside the standalone player it just continues to rise over 100. I've attached profiler results below that show over 100 captured loader instances too, whereas without the tween it doesn't go above 2 instances. Could I ask a favour?, could you please redownload my test swf I posted earlier and run it in the standalone player (but don't compile it with your Flash Pro at all), and let me know the results?. I just want to rule out possible compiler options or something!?!! Also, would you then be able to compile a version with your Flash Pro and send me the swfs and I'll test on my end? I'd greatly appreciate your assistance with this, thank you.
  12. Hi again, I'm still trying to figure out what's going on, as I'm getting inconsistent results with further testing. To eliminate a few possibilities could you please tell me how you viewed the test example I provided; did you do a "publish preview" inside Flash Pro or did you use a Standalone Flash Player? Thanks for your time.
  13. Thanks for testing it. I just wanted to confirm that I'm not doing anything wrong code wise. I'll try testing it on another computer in case it's some kind of weird setup issue or something.
  14. Hello, I'm having a bit of trouble with some memory leaks that seem to happen when disposing a Videoloader that has a tween on it's content. I've attached a very simple FLA example below that loads a swf containing a Videoloader which loads a single video. Pressing unload calls a dispose function inside the swf which should dispose of the video and tween. Repeatively pressing unload/load quickly increases memory usage, and according to the Flash Builder profiler there are increasing numbers of Videoloader instances being retained with no release. Although the strange thing is that if there is no tween on the video it works fine, no increase of memory or Videoloader instances at all. So, am I missing something? Why is this happening and how can I rectify it?. Any advice would be greatly appreciated. FLA Example: http://snk.to/f-cdh8238p Thanks a lot, Alan
  15. Ok, so rule of thumb is killChildTweensOf(this) should kill all tweens but any Timeline instances need to be disposed of individually? I guess I was just hoping that it would be a sort of killAll(this) type of alternative. Thanks for the clarification, Jack.