My situation is that in the game I'm making, I have a movable turret firing duplicated bullets. I need to hittest them against a duplicated set of oncoming robots. I've tried using a for loop, but I just can't get it to work.I've attached the .FLA, and I would be grateful if anyone could point out what I'm doing wrong (ignore the values for removing the clips and the random duplication; I had to shrink the stage size to make the file size smaller!)
i just would like to know how to create an "hitTest" script inside a movieclip that is actually part of that hitTest code?I mean... I have mc A, and mc B. and the current hitTest code im using (that is on the timeline) makes mc A, destroy mc B when collide with it... but there are many mc B on the stage (with the same instance name) so, when mc A collide with one mc B, it destroys ALL mc's B... but i want it to destroy only the mc B that he collides, not all the others... maybe an hitTest script inside a movieclip B would work (somethig like "if MC A hitTest ME = i die" (not all the others)).
i am controlling a tractor mc with right and left keyboard keys and let the user move the tractor till it reach a certain point where it touch a mc i want to go to a certain frame and stop the keyboard event listener and also the hit test listenerso finally the tractor is moved by user till it touches the mc then we will jump to a certain framethis certain frame will not have both of the tractor and the mcPHP Code:
Shouldn't flash detect these before running the script and crashing and having to force quit and restart (and flash startup takes a while)? Like just give an error: infinite for loop or something? And this happened to me a bunch when working with for loops within for loops, when I accidentally used the same variable for both loops, so of course it never ended and crashed flash.
The scenario is to create a lotto game that matches 6 user inputted numbers with 7 randomly generated numbers. The 7th number is a special case (eg bonus ball) WOULD LIKE TO SHOW A KIND HEARTED FALSH GENIUS ALL OF THE SCRIPT IF POSS! (its not tooo long) This code works, but it just outputs the default message: There seems to be a problem with my arrays not comparing? Part of the code is: (prioir to this the user inputs numbers, they are copied to text areas beginning with O, on a button press) On a second button press randomly generated number appear to a timer. //compareResult checks how many numbers match between the two sets of numbers to determine winnings.
I have section of code which works for bouncing some fish movie clips off of the 'ceiling':[code].....
However, I would like to find a more succinct way to program this using a 'for loop'. I tried the following, which did not work and gave me an error (posted at the bottom). [code].....
TypeError: Error #1010: A term is undefined and has no properties.at Function/<anonymous>()
I'm pulling data from an xml doc and created 4 XMLLists to hold the children of the 4 different elements. Inside the onLoad function, I created a series of for loops to go through each list. But Flash stops after going through the first two. I'm very puzzled by this. I got around it by creating a 2nd onLoad function for the last 2 lists, but should I be using a different loop? Curious.. I inserted a break after the first 2 and then the 3rd loaded up...
i am new to flash and i was wondering if there is a way to slow down for loops.Like i can set how many seconds till it goes and loops again. I have tried setInterval but didnt work.here is my code:[code]
why this code dosent work at the same time in the timeline, and why only envent put inside the attacHMovies or duplicated Movies work, if i put them in the forr loops they don work.
I want to attach a MC dynamically so that I have 12 rows and 12 columns of _mc box on the main stage:[code]I think it can be done only with a nested loop but so far, well, my head's in a loop!
Code: var cityArray:Array = new Array(); cityArray[0] = "southland"; cityArray[1] = "otago"; cityArray[2] = "westland";
[code]....
What have I done wrong? I'm trying to give each mc it's own number based on the name position in the array etc etc - It returns 18 for all of them when I click them one at a time.
We have a For Loop that duplicates and movie Clip.
for (counter=2;counter<=15;counter++) { duplicateMovieClip(enemy,"enemy"+counter,counter+1 00); }
On a hit test we want to remove all the duplicated movieclips. I acomplished this using a new scene with a frame action contianing another For Loop and a remove movie clip action. Hit test true move to new scene play frame action.
for (counter=2;counter<=15;counter++) { removeMovieClip("enemy"+counter); }
This worked.Is there a way to put a stop of the For Loop or Put a stop on the Duplicate movie clip?
I am trying to make a sound crossfading between the loops (an example would be: same as in a "Winamp" media player you toggle the Crossfading function in a Modern Skin and select a duration of it). Say I got a loop of 10 seconds, altho it is not perfect as its cut of the song without a proper editing tool. Any way I could accomplish it by using the ActionScript?
I am wanting to create an array. 10 values in it (couting from 0 index to 9). Each 'place holder' will have a corresponding value to it;s index i.e.
myArray[0]=0 myArray[1]=1 etc...
I can do that in a for loop. But then I want to attach each value to a single variable name. I then want to change that each variable to a string. I then want access to all the variables outside of the for loop.
var i:Number; var aArray:Array = new Array(); for (i=0; i<10; i++) {
[code]....
The output error is 1084: expecting identifier before aArray.
I've been trying to make a sound-loop player for quite some time now (i'm new to as3) and i'm pretty close to do it but still Ok, i've made six letters converted them into buttons and i want them to play a different wav sound loop each one whenever i click on them and to stop the sound when i click again.This works fine for the first button but not for the rest of them because i dont know where to insert the similar code for the rest of the buttons.
import flash.media.Sound; var sound:Sound = new The_Rloop5(); var soundControl: SoundChannel = new SoundChannel();
I am writing a loop and want to position 25 boxes in a square. I can make 5 boxes appear in a line, but can't make 25 boxes appear in a square without writing 5 seperate loops (e.g. j, k, l, m, etc.). This seems long-handed, can I shorten the code? Here is the code I have used so far:
I have a five mouse click functions, each with a different navigateToURL link, and each one appears on a different key frame. The probelm is that once the end of the swf is reached and it loops, it gets stuck on the last function and therefor only links to that last URL.Is there a way to reset functions at the begining? Or is there a better way to do this?Code from one of my keyframes:
First_btn.addEventListener(MouseEvent.CLICK,onMouseClickFirst); function onMouseClickFirst(e:MouseEvent):void{ navigateToURL(new URLRequest('http://FirstLink.com'));}
I have a test here which is for a more complex interaction, but the principle is the same. What I would like to know is how to make the code more efficient, possibly through array loops?
I am trying to create 6 TextFields with a loop which I have done but I can't seem to figure out the right syntax for setting the properties such as font, size, etc. in the loop. Here is my basic code:
var Tiles:Array = new Array();for (var i:Number = 1; i< 7; i++){Titles[i] = new TextField(); Titles[i].TextFormat.size = 17;}addChild(Titles[f]);}
I have 6 buttons [btn0, btn1 ... btn5] I want to redirect the user that clicks on one of the buttons [btn4]. I want to send them to nextFrame(); when they click on btn4.
I have a very simple animation of a butterfly I would like to delay the animation from running again once the butterfly flies off the stage area. and then have it start about 5 minutes later.