I am trying to find a way to delay code placed on a button. The code is executed when a learner presses it and makes a specific movie clip appear. At the same time, this code checks to see if the other movies have been viewed (which is required) and if so, goes to the finished keyframe. The problem with this is, the last movie clip goes too quickly because the code immediately executes sending the learner to the last "Finished" frame. I am trying to find a way to either use a setInterval or something else to delay the execution of this last bit of code allowing the learner time to view it. Here is what I have placed on each of the movieclips:
I'm querying Rotten Tomatoes' API for movies listed in an XML document. The problem I'm having is, whist iterating through and querying for each movie I'm hitting RT's API limit which, in turn, is throwing an IO error. Is there a way I can delay execution in a loop for about a second or so, to avoid this?
I am trying to delay the execution of the code within a function. But it is not working. I would like content of the doTour() function execute 25 seconds of interval.
The following code is on a movieclip being used as a button.The code is pretty simple. Originally the code was just the code after the gap. This code loaded up a movieclip (filtermc) off-stage that runs through an xml file and preloads a form. This takes a second or two, and when finished that newly loaded movie tweens into position. The tween code is on a frame in the 'filtermc' movieclip.
The problem is that in the second or two that it takes for this movie to load, people could click the button a second time which messes up the form/movieclip (everything on it is unresponsive, I think because two movieclips having the same name)
Anyway, I decided to solve this problem by loading a transparent blocker movieclilp in front of this button to keep it from being double clicked. This blocker clip is just a movie that has an empty onRelease function in it so that the button below it cannot receive any new clicks. Also, the button goes to another frame where it says "loading..." to provide feedback to the user.
The Problem When I click this button, there is a delay of about 2 seconds before the semitransparent (for testing) blocker appears. In fact it appears just as the filtermc clip has started it's tween into place.
It is almost like this code is running out of order. The traces come back in the correct order so I know it is not running out of order, but why the 2 second delay before the blocker movie gets loaded up? The button also takes 2 seconds to show the "loading" frame. The traces also have the same 2 second delay.
If I comment out the second half of the code (the filtermc part) then the blocker movieclip pops up instantly and the button changes frame instantly.
PHP Code:
on (release) { //problems occur if button is pressed twice before filtermc scrolls into view //this button must be disabled until the filtermc finishes loading
I just need a simple way for flash to delay the execution of a group of actions for a few seconds.
Here is the code I need delayed:
_root.randomnumber=(random(20)) if (_root.randomnumber<=8){_root.commentbox="Hit!"} if (_root.randomnumber<=8){_root.enemyhp-=15, nextFrame() } else {_root.commentbox="Miss!" }
although I do come from a OOP background. I have been asked to trial Flash and Actionscript 3 in particular - so I do come with a few preconceptions on how I expect actionscript to behave and I'm getting the impression that this is causing me problems.One issue I have is when I create a new instance of the class and assign it to a variable, subsequent background changes to that instance of the class are not 'picked-up' when referenced through the variable. I would expect that given instance of class could be assigned to many different variables and any background updates using one variable would accessible using any of the other variables. This doesn't seem to be the case.I have a test class, XMLDataLoader, which is coded as follows:
package { public class XMLDataLoader { import flash.events.*;
My AS 3 program has multiple buttons. Users can select one and then immediately select another and this causes 2 threads that collide. Once one button is executing, I want the other buttons to ignore clicks.
The problems are twofold: 1) the first time the 2nd button attempts to execute (by checking lock), when it returns (from checking lock) and attempts to pick up processing where it left off, it seems to forget where it was and does not utlimately complete its task(s); possibly variables have been altered, it is difficult to say. That is, AS 3 is unable to successfully pickup where it left off on the first button. the second problem is that AS 3 incorrectly returns to button 2 after the lock condition is cleared. It persists and will execute that button.
Created button that activates short animation AND ALSO connects to URL.
I want viewer to see full animation (26 frames that lasts about 1.5 seconds - 18 frames per second). Instead the button connects almost instantaneously to URL and viewer does not see animation.
Animation automatically plays (full loop - 26 frames) when viewer first opens swf/html. The same animation plays again when viewer clicks button to go to URL.
Is there some code in AS3 that can delay the connection to the URL until the 26th frame of the animation.I am beginner/intermediate to Flash and extreme novice to Action Script (get most of my AS coding from searches online). Need to be led by my hand in Action Script.[code]...
I have made this little thing, its more or less just to try out some basic scripting, its a button that you would push and when you do so it would play a random sound out of six different sounds, and it does all that, but it delays the sound, so it has a short delay, does anyone know how to fix this? Here is a link to the page where the button is (test page).[URL]...
When a page appears I want to delay the appearance of the button so users stop to see the animation i have put there but the help file just tells me how to create classes when I'm sure there must be a few lines of code to do it? can someone tell me what is wrong here as when I make the alpha of the button to 0 the whole page becomes 0 alpha and it wont do anything or give out any errors[code]...
I'm attempting to make a "Wheel of Fortune" style game. Everything's going great except this one nagging problem. On the main game board screen (where the word puzzle is solved), I have placed small buttons with all the letters of the alphabet. When the player clicks a certain letter button, the corresponding letters, (if the word or phrase contains them) appear on the board. Well, this works just fine, but as of now, when a letter is chosen, all letters on the board appear at once.
Of course, in the real "Wheel of Fortune" game, if the word or phrase contains 2 or more letters that have been chosen, the letters appear on the board in a sequence, probably around 2 seconds apart (I'm sure most people are familiar with the game show). So, basically, I would love to know how to delay my letter MC's appearing, when the corresponding letter button has been clicked.
I've been working with actionscript 3.0 and have an array that gives me some text and a button on each new page (clicking the button gets me to the next text-page and button). I'd now like my button to not appear on each page immediately, but time delayed, maybe wait 10 seconds or so before it appears.
I'm using tweenMax and I want a tween to start after the mouse has been hovering over the button for about 2 seconds.
Now, I have figured out the 'delay' function but that is not that useful because it just registers the fact that the mouse is over the button and starts the tween 2 seconds later, regardless of where the mouse is on the screen.I basically want the button to become active after the mouse has been over it for 2 seconds.
im makin a game.... and i want to be able to delay the weapon even if the button is held down... like in this...
http:[url]...
how would i go about doing that?... the only reason is cuz right now my game lags so bad if i just hold dow the button cuz so many movie clips on the screen at once...
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 am trying to add a delay function to a btn action in actionscript AS2. I want to delay the gotoAndStop function.I want the attachMovie("glamour", "glamour2", 202); to play in full before the gotoandstop action say for about 3 secondsI want to be able to delay for as long or short as needed?below is the snippet of code for the btn im working with?
I have a bunch of buttons each one with a roll over on it that trigger an animation. So far no problem. The problem is that as I would like to add to the buttons a behaviour like this: if you roll over the button more than 200ms the animation happens else nothing happen.
Here is my code: tab01_mc.buttonMode = true; tab01_mc.addEventListener(MouseEvent.ROLL_OVER, rollOverTab, false, 0, true); //this is one of the buttons function rollOverTab (event:MouseEvent):void{ getTimer(); var delayTime:int = getTimer(); trace(delayTime); if (delayTime >= 200){ event.target.gotoAndPlay("Over"); // over is the animation of the button }}
But this isn't working because what getTimer actually does is return the time since the whole movie started not since the function star running. So my question is: is the a way to tell AS to start counting from 0 so that I can use the elapsed time as my condition to trigger the animation?
How can I make an image appear (a button) after a delay of say 15 seconds?
I need the image to display after 15 seconds, and then stay. I have read to use gettimer or setInterval, but I'm not sure how to do it in my particular case. In very rough terms, I need something like this:
onEnterFrame: setInterval to 15000 and then _root.button.gotoAndPlay(2); (this will display my image) clearInterval
Code: var mySound:Sound = new myLibrarySound(); myButton.addEventListener(MouseEvent.CLICK, playSound); function playSound(e:Event):void
[code]....
... and that works fine. I then have some streaming music:
Code: var myStream:Sound = new Sound(); myStream.load(new URLRequest("myPath.mp3")); myStream.play(0);
... and that works fine too. Now, however, the initial button sounds have a slight delay -- I'd estimate about 150-250 ms. It's enough that rollover click noises happen about the time you click, and click noises happen about the time you release, etc. Now, here's the KICKER. It only happens in FIREFOX. CURSE FIREFOX. Seriously. I've been having so many Flash issues in FF3, it just drives me nuts. Firefox and wmode is a pain, Firefox and sound is a pain, Firefox has been crap for Flash development lately.
I'm experiencing an annoying issue with a movie clip button. The movie clip is linked to a class which adds a rollover and rollout effect. The issue I'm having is that, even though the button is in frame 1, the button doesn't react to the mouse for some seconds into the movie. The only thing I can think is that it's the class itself, but I'm not certain. Here's the class:-
So if you press and hold a button, it does the function once, then waits 0.5 of a second or so then repeats the action quickly. How do I remove the 0.5 of a second wait?
use CFC's via CF8 to interact with an Access db. In 1 screen of my Flash8 application, I have to update up to 7 rows in a table depending on whether a screen field was filled in and each of these updates is an identical activity. Ideally, my code might look something like this:
I am having a problem cancelling the execution of a function. When I click on the first of my navigation buttons, I have a fade in tween and an image loader load an external image. If I click on the second navigation button befiore the function for the 1st button finishes, the 1st tween and image loader continue to finish while the tween and image loader function for the 2nd navigation button starts. Essentially, there is an overlap. Is there a way to tell the 2nd navigation button to stop all other functions before it starts its own function? I suspect it has something to do with stopImmediatePropagation, but I am unsure of how to put this into the function.
Is there any way to halt execution in ActionScript, such as a sleep() method? I know that there is a setTimeout() method, but setTimeout() just sets up an event for deferred execution.
I've a problem, I'm using an AdvancedDataGrid. It loads about 3000 records with about 20 columns. I constantly get Flex execution timeout because the grid executes a lot inside LayoutManager. How can I make it asyncronousely or faster at all?