User Guide
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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.