ActionScript 2.0 :: CS3 Button - Make The Next Level Harder
Mar 30, 2009
i've got that when you click a button it takes you to the next frame/level of the game, but i want to make the next level harder, meaning you have to kill all the enemies to goto the next frame/level, so, how do i make it so you have to click ALL 3 buttons on the stage to go to the next frame? Or is there another way to do this?
I am trying to load test my 2 server load balanced FMS 2 environment which has been set up with the profile for 1000 connection 40MB. When I hit about 140 connections/server it fails with a "Bandwidth Penalty activated at time 1248945759.731000 with bandwidth 5945889 and limit 5000000" error logged in the event viewer immediately followed by many rejection errors: " immediately followed by many rejection errors: " Connection rejected by server. Reason : [ License.Limit.Exceeded ] : (_defaultRoot_, _defaultVHost_/DLvideo/_definst_) : Current server bandwidth usage exceeds license limit set. Rejecting connection."The load testing mechanism is a test harness that was created by a third party and seems to work well up until the above messages are logged. It basically is making 25 sustained streamed video connections per minute until it starts disgarding connections as noted above.
The servers are not even breathing hard (RAM is less that 50% consumed and CPU Utilization is < 5%) 1GB NIC on each server.What parameter(s) can be changed to push the servers harder.
i was wondering if i set a variable on a button (the button is on level 5)
Code: _level5.current_selection = "credits"
and i would like the movie on level 1 to recognize that this button (on level 5)has been pressed,is this script correct on an empty keyframe in level 1.
I am doing a website in which I load a bunch of movies with an empty first frame to different levels in the first frame of the main movie. When I want to see each movie I have a button which tells a specific level to gotoandplay (2). Every time I "play" a loaded movie, I also tell all the others to gotoandstop (1) - so I wont see them anymore.Is it possible to make a loaded swf to "jump" to a much higher level - and all the other movies go back to a lower level? this way I wont have to make my movies go back to frame 1 all the time.
i was just wondering if anyone can point me to a right direction or help me out. I have this game with "balls" coming from down and going towards up and i was just wondering how can i make more and more of them come depending on the current level.
I guess all of them are going to be copies of the same "mc" but can anyone me copying them.
I am trying to make a password to access a certain level. heres the code ive come up with.
[Code]...
where the input text box var is "input" but for some reason, its not working. the "else" command is working perfectly, but when i try and use the password "35" to get to frame 35 it treats it treats it as "else" as if its not recognizing the password.
Am trying to make a 3 level flash menu. I'm getting into Flash and Actionscript 3 all in all so I'm a beginner as well.I'm also using TweenLite for the tweening and I got as far as the attachment goes. The problem is that when the 3rd and last level comes out on a mouse hover, ok so far so good, when the mouse goes over that 3rd part, the "menu goes back" animation is triggered as if I hovered out of the whole menu It probably sounds confusing, a flash file is worth a million words so check it out. The .fla is for CS3+
I'm creating a simple shooter game and I've replaced the mouse cursor with a custom one. It works good but my monsters appear above the cursor. How do I make the cursor always remain on the top most level/layer?
I am working on a project and have a print function that basically does a screen grab and prints it out. I load a number of external swfs into levels of the main swf.I want the print button to stay on the top level. Is there a way to define what level a button is on?I want to define the button on level 20. I contemplated loading it in as another external movie clip, but the script won't work if I do that.
My main movie is on level 0, of course. On level 0 I created an empty movie clip named "container". Now, I load another movie into container, and I loaded it on Level 1. Now, I want to put a code inside a Movie Clip that is on level 1, which is the new, loaded movie that will disable a red button on level1. Here's the code I used:[code]That worked to no avail as well. So, I'm wondering if the code that disables and enables buttons only work with a handler? Like an onClipEvent or on (release) handler? I'm puzzled right now, because this is really elementary but i just don't know it right now.
I have two layers in my FLA both with empty movie clips as follows:In mc_Empty1, I attach a faded background movieclip as I wait for mc_Empty2 to load a SWF. Once the SWF is loaded into mc_Empty2, I want to remove the faded background movieclip from mc_Empty1. When I load the SWF from the main timeline, the onLoad() function works and removes the faded background from mc_Empty1. However, when I load the SWF from mc_target, the SWF loads, but the onLoad() function does not. Here's my AS2 code:
//Loading SWF from main timeline mc_Empty1.attachMovie("mcFadedBg", "mc_FadedBg", 1); mc_Empty2.loadMovie("My.swf");mc_Empty2.onLoad = function():Void{ trace("loaded"); //This works removeMovieClip(mc_Empty1.mc_FadedBg); //This works}
[code]....
I know I'm targeting properly because the SWF loads as it should, but the onLoad() function does not.
This is making me a little kooky today. I thought I could defined a library path in PREFERENCES > ACTIONSCRIPT > ACTIONSCRIPT 3.0 SETTINGS then that library would be available to all AS3 FLA files, but that doesn't seem to work for me. If I use the PUBLISH SETTINGS and define the library path everything is fine.
Is there something that I could have done to disable the application level class path functionality? I guess I'm trying avoid having to set the library path for every new FLA I'm making.
i want to control sound in my movie clip by the button which i designed in flash. for ex.: my default sound is 100% on home button & when i click on contact(last button) the volume level goes to 20% same as in between buttons.i use this script to call the sound in flash
bgSound = new Sound(this); bgSound.attachSound("sound1"); bgSound.start(0,99);
now tell me what i put in buttons to manage sound level.
In a mini game I made, I wanted to add a simple restart level button. All goes well during the first run of the game, but after hitting the restart button (which essentially just unpauses it by flipping a few booleans and such) the action listener to move the character in the game isn't responding. I put a trace() of a boolean switch for the action before and after hitting reset, and prior the value is correctly being displayed, but after the value is not.
I know I'm probably going to be asked to post my code, but it's quite long and unorganized, so I'm curious if there is a known issue relating to this.
I'm doing a bigger aplication in flash (as2).Image, there is a main "home" flash with several menu buttons.Clicking these buttons, I load external swf into an empty container in this "home" flash.[code]clicking buttons in this second level, will load external movies into an empty container in this SECOND LEVEL swf.This works fine, but now, coming to the THIRD LEVEL (don't think there will be more in the future) problems come up, some scripts won't work.Now (I'm a as2-beginner) I think, loading external swf ALLWAYS into containers in the first "Home" flash should solve the problem.But I don't know, how to load an swf from the third level into a container in the first "home" level.In the "home" level, I have a "close" button, that will unload the container content.I need to go to a certain scene "content_2" in the home swf, too.
i have game im doing, and i want it to jump to level 2 upon completing the first level, but the problem is, the level 2 is a seperate swf, i've tried to use
I'm making game, where I must collect points. In end menu screen, i want that if my score's over 200, a next level button will be visible. Now it's visible every time when timer's out. I have tried this code if (score < 200){ this.visible == false; } else if (score >=200){ this.visible == false; }
I have a file1.swf which loads file2.swf into it. Within file2.swf i have a button that when clicked needs to remove file2.swf and load file3.swf into its place.
I have a movie that's 500x400 px in level 0 and has lots of thumbnails with pictures that I want to open. the thumbnails open a 500x400 px movie above the other but on level 1. the problem is that when the new movie loads on level 1, the thumbnails on level 0 (that are now hidden by the new movie) are still active, and if i click anywere in the movie on level 1, it trigger an action from level 0. Is it possible to load a movie to level 1 that deactivates the movie in level 0 without unloading it?
this is my code for photogallery.there will be 61 images loaded in this array.how can i make an AUTO button which will make a slideshow,showing all the images in array?
arrayrow = new Array() arrayrow=[ ["00.jpg","0","sajkad","hjsgadhj"],[code].....
Im have an flv playing on my stage. I want to make a mute button for the video that can instantly make the volume 0 or 100 depending on what it is.So i have tried using this code:
I have a map of the US and each state has a rollover that changes the color of the state...what i am trying to figure out is how to click on the state and have text appear to the side of the US map and have that text stay up until the user clicks on another state.
I am trying to make a sprite button with graphics and can't make it work. I have successfully added text fields so I know the path is correct. I suspected my code was correct and confirmed it should be, after reading several tutorials showing the process for creating sprite buttons with graphics. Anyway, I imported nearly every class on Earth, but certainly everything which needs to be. Stage is gray and 800x600.The graphics code by itself with appear, but not when linked to the sprite. Also, the sprite won't appear no matter what. Another interesting piece of the puzzle: nothing will trace, not even objects such as textfields which actually appear and function on the stage when I text the code.
public class ContactClass extends Sprite { public function ContactClass() { var home_btn:Sprite = new Sprite();[code]....
What button event should I use to make the program understands to DO SOMETHING only when the button is pressed/dragged. In my sample code below, I want something to happens only if the button is dragged beyond 200 in y axis. I tried onRelease, onRollOver and onDragOver but still not working