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hello guys.. i got stuck

New Here ,
Dec 27, 2016 Dec 27, 2016

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well hello guys

i have some problem

i want to include code 

     if(loop=null){loop= false;}

before  this.initialize(mode,startPosition,loop,{});

but when i was using Animate CC to publish

the code like below the code

how to include the code ;;

plz somebody help me;;

(lib.quizSet = function(mode,startPosition,loop) {

  this.initialize(mode,startPosition,loop,{});

   // timeline functions:

   this.frame_0 = function() {

       try{

          var i = QzSet();

          i.Init();

       }catch(err){

            console.log(err)

       }

  }

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correct answers 1 Correct answer

Community Expert , Dec 27, 2016 Dec 27, 2016

if(loop=null) will assign the variable loop to null.  you probably want, if(loop==null) which tests if loop is null.

but it makes no sense to then assign it to false.  what's the point of that?

if(loop) resolves the same way whether loop is false or null.  the if-branch doesn't execute.  if you had an else branch, it would execute when loop is false or loop is null.

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Community Expert ,
Dec 27, 2016 Dec 27, 2016

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if(loop=null) will assign the variable loop to null.  you probably want, if(loop==null) which tests if loop is null.

but it makes no sense to then assign it to false.  what's the point of that?

if(loop) resolves the same way whether loop is false or null.  the if-branch doesn't execute.  if you had an else branch, it would execute when loop is false or loop is null.

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New Here ,
Dec 27, 2016 Dec 27, 2016

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well..

i was thinking about moveclip run up

(lib.quizSet = function(mode,startPosition,loop) {

  this.initialize(mode,startPosition,loop,{});

   // timeline functions:

   this.frame_0 = function() {

       try{

          var i = QzSet();

          i.Init();

       }catch(err){

            console.log(err)

       }

  }

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New Here ,
Dec 27, 2016 Dec 27, 2016

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well..

below source is just only run up 1st root

when i play again the below

it is moveclip

(lib.quizSet = function(mode,startPosition,loop) {

  this.initialize(mode,startPosition,loop,{});

   // timeline functions:

   this.frame_0 = function() {

       try{

          console.log('start');

          var i = QzSet();

          i.Init();

       }catch(err){

            console.log(err)

       }

  }

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LEGEND ,
Dec 28, 2016 Dec 28, 2016

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It looks like you're wanting to modify the code generated when you publish. 99% of the time this means you're Doing it Wrong. Work with the framework, not against it.

What, exactly, are you actually trying to accomplish here?

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