How do I add delay in a timeline for the loadMovieNum to take place?
To be more specific, I have all my layers in Scene1 and the top most is the Actions layer. Somewhere around frame 75 of the timeline I inserted a keyframe in the Actions layer to loadMovieNum but it doesn't seem to load.
If I place that piece of code at the first frame if plays fine though. I don't want it to play immediately. As mentioned, I want the code to execute at frame 75 and load my MC onto the stage.
I bet its a very simple thing and there must be something I missed out. This is my first time working with Flash. Btw, i'm using MX 2004 if that helps.
I am trying to load a movie after a button is pressed. I can load the movie. I have since realized I need a delay.... I want to delay the playing of the movie, after the botton to load the is pressed.
I'm trying to load a .swf into a containerMC with a button action. I want it to delay the loadMovie action for 1 second to allow an out animation to finish playing. The buttons (next and back) are in a MC on the main timeline of the swf.
I need to have a delay between two transitions that I'm running. How do I do this with my code? import fl.transitions.*; import fl.transitions.easing.*; var bb_mc:bb = new bb();addChild(bb_mc); var header_mc:header = new header(); this.parent.addChild(header_mc); [Code] .....
I have a simple button which would load an image in a Movieclip (MC1) using;
MC1.loadMovie('image');
And I also want it to go to a certain frame using;
gotoAndStop(frame#);
What I am looking for is that I wanna add a delay in the working of the button's next command i.e. gotoAndStop(frame#);.. Like a 3 second frame so the Image is 'fetched' in MC1 before the next frame is brought on screen..
how to add a delay to the attack button of the character. Right now you are able to leave the button pressed and the character stays on the attacking animation and you can simply do that to destroy everything, so at least having to press again to make the attack animation happen again would also be perfect.
I've been having some trouble with this line of code. This is being used in an .as class file for my Ball class. I can get it to move within the main .fla by using a timers but if possible I would rather avoid the timer. I'm trying to develop a system for my FLA like this:
Ball starts at x,y Ball moves to waypoint x,y Ball leaves stationary copies of itself along the way forming a line as it goes.
The file will do this several times so I am trying to base this on if/else rules rather than animate it out. I feel like I should contain all movement activity within the class file and leave the waypoint rules for the main .fla. My current issue is that the code below (without the hittest) works if the FLA has a timer triggering the moveTowards function. Without the timer in the fla, it still works but the ball just warps to the destination.So I have two questions:
Is there a way to control the while loop so that it pauses at the end of each loop enough to look like the ball is moving incrementally?Is there a way for me to have a drawball function within the ball class itself or should I make a new package/class within the class file? Ideally I would have the new ball creation be relative to the "step" variable.
Code: public function moveTowards(pX:Number, pY:Number, step:Number) { var dir:Number = Math.atan2(pY - y,pX - x); //find angle direction[code]...........
I have a movie which calls a external js on the last frame which closes the parent iframe in which the swf sits. However i want the user to stop at the last frame foe some seconds before if calls for the js to close the iframe.
I have one main swf called index.swf that links to other 5 swf. The name of the external file are 1.swf, 2.swf up until 5.So the actual coder apparently using var n = 1
if (IndexLoaded >= total) { var n = 1; gotoAndPlay(3);
and then do the following (loadMovie):
var movie:MovieClip = _root.StoredActions.Movies.CMovie.duplicateMovieCl ip("CMovie" + n,n); loadMovie(n+".swf", _root.StoredActions.Movies["CMovie"+n]); var MovieLoaded = 0;
[code]....
to call the 1.swf, 2.swf etc.
I need to specify the exact location of the external swf (i.e: http://www.mydomain.com/swf/), rather than doing it as above (root). How do i add that exact URL on that line? i tried the following and ended with error
I create 3 instances of the class below. I need to find a way to call them with a delay so they get added to the stage one after the other. Is there a class that lets me queue up functions? Or an economical way to do it with the functions built into flash.
when I add items nothing appears in the component but when I make a second adding cycle List shows the one I added previously...The code with which I add my elements is this.The studied method is updateStorages(), the rest is to understand how's the process cycle.All the trace you see in the code works with no problem.
ActionScript Code: public function Scopa() //constructor { [...]
this is a working singleton class for Tooltips. I want to add a timer in order to delay the tooltips since the way they're instantly popping up is bothering me.
This is the fla:
Code: //Import and Initialise the ToolTip class import ToolTip; ToolTip.show();
I am attempting to add a movie clip to the stage when a button is triggered. When the user clicks the button the movie clip is added to the stage; it works fine, but the following problems occur:
1) The appearance of the movie clip is delayed.
2) The sound in the movie clip starts to play but the movie clip appears when the sound is finished.
Additional information: 1) The movie clip has the sound in the timeline.Here is the code:
Actionscript Code: //Buttons: Adds movie clip to stage.readtomeShortA1.addEventListener(MouseEvent.CLICK, playShortAReadMe1);var playShortA1:ShortAReadMe1function..[code].....
2) However, I also want to know is keeping the sound in the timeline of the movieclip the most efficient way to use sound in the movieclip? Or is there better, more efficient way to do it?
I want to create a function based (not frame) delay of about 10 seconds to the function at the start of a flash movie, the code only needs to run once.I'm very new to actionscript and have been given links to SetInterval and SetTimer examples but they all seem to be very complex.The function is below. I believe it's possible to add the commandTimer(delay:Number, repeatCount:int = 0) how me to a simple example.
I have some video which I have converted into .swfs I am trying to set delays to the three videos, so that the first swf plays on page load. The second loads after 30 seconds and the third after 45 seconds.
I've stumbled across a very interesting tutorialBut, I've noticed a little detail. When you click on the big image of the finished example on the first page of tutorial, it acts like a link. When I have downloaded finished .fla source, links are nicely written in the images.xml file, but the links in the .fla file don't work.
I have a clip that's 1450 pixels wide, masked to 725 - basically a left side, and a right side. The left side will contain navigation for a portfolio, which when clicked, the movie plays 10 frames during which a movie clip called portholder will slide over from the right, and load the appropriate movie clip. Here's the code on one of the bits of navigation:
[Code]....
Essentially, I'm trying to replicate the effect Your Majesty is using. I'm sure there's a way of using actionscript to slide portholder back and forth, instead of using animation, but alas I'm not a scripter (as you can tell!). But what I'd REALLY like to do is to tell the container clip to wait until it's fully in position before loading whatever.swf, as opposed to having a movie already in progress moving across the screen. Basically tell portholder "Wait until your x value is 0 before loading whatever.swf" I thought about using the setInterval, as recommended to someone else on these forums, so tried:
i want to have a delay in my script.i got this button called "btn3", that is scripted to cycletrough some pictures when i click it. like a slideshow. but...iwabefore it shows. within these seconds a door will close, and whenit opens the next picture will be there. so you see, the picturecan not switch before the door is closed.someone told me i sholud use "setInterval method", but howand where?here is the code for the btn3, i guess the delay should comehere, or maby not...you tell me:)
btn3.onRelease = function() { this.currentObj++; if (this.currentObj>6) {
I want to repeatedly add a movie to the stage using add child so have created a loop to add it 30 times. How can I make it so they aren't all added at the same time. I'd like to be able to set an interval of time between them being added.
I Have Flash CS4 and a pretty decent system with Vista and 3 GB of RAM. However, whenever I click on anything in Flash, it takes about 3 or 4 seconds for it to become active. If I click a keyframe, the stage won't come up for 3-4 seconds, if I click the text tool, the cross hairs won't come up for 3-4 seconds, etc. It has been like this since I installed it...I am just finally getting my full of it.
is the following "getTimer" script correct to delay a dedicated frame in the animation by 5 seconds? is there any additional criteria to add in order to make it more solid?
ask:i want to create an audio sequence.there are 8 predefined sound-starting-points in the timeline.for each starting-point, the user can select wich sound is played (dropdown menu).when the user made his choice for all the 8 bars.actionscript should gather this information and create a fluid sequence of these 8 sounds.then there will be a "play" button available for the user to start the sequence.the sounds don't have to be synced to a button or so.there is time for actionscript to put the sequence together.problem:when i put two sounds directly one after another in a movieclip, there is no delay between the sounds, which is exactly what i want, but i can not control which sound is played through actionscript.when i use actionscript, there is a delay between the sounds.here is what i tried with as.this is placed in the frame where sound2 should start
if (_global.Sound2 == "Piano" { var SoundA:Sound = new Sound (); SoundA.attachSound("Piano.mp3");
Hon the wallets page, when you click to view a wallet you get a slight delay and I'm guessing that this is because I've put the preloader in the swf being loaded, hence not being able to see the thing your loading until its been loaded.how I would put the preloader in the main movie and what kind of code I would use? At the moment the timeline being loaded basically tells the playhead to goto and play frame (whatever) when the movie is loaded.
So on frames 10, 20, and 30 on my timeline I have these llines of code on each of them respectively:[code] This essentially "bounces" on my images. Can someone give me direction on how to set up a delay to make this happen all on one frame?[code]
What I have is a landing page on my customers site, I want to hold it there until the user clicks a button in the flash file it then plays a short sound, 2 seconds and redirects the page. I have tried setinterval and cannot get it to work. What I have loads the flash file and after the set time plays the file then redirects, cutting off the sound.
On Frame1
Code: var sndMusic = new Sound(); sndMusic.attachSound("mySound"); var duration:Number = 5000; // set the call delay