I have an interval that executes a function every certain amount of time. This time is supposed to be controled by a variable called "frecuencia". The thing is, when I change the variable the interval will still use the same original value. How can I make the interval UPDATE after I change the variable?[code]...
I want to do a setinterval but my var have 2 parameters and it does'nt work with it var myInterval = setInterval(alt(pX,pY),80000) How can I do to make this work, I'm making like a ALT beside my button so I really need my parameters?
I'm having my first go at creating a custom component that lays out items in a grid. I have made a selection of inspectable properties accessed though getter/setter methods. Some of these parameters are dynamic, and change when the user resizes the component or changes another linked value. Is it possible to make the parameters panel update with the new values when a change takes place. Without this, the user will not have accurate feedback on the values stored in the component. Does anyone know if this is possible (or difinitely impossible)?
I am deploying Updates via SCUP and SCCM to hundreds of Computers. Fortunately Adobe provides an SCCM Update Catalog for both Adobe Flash ActiveX and Adobe Flash Plugin. But now my Problem: After publishing the Update via SCCM, the client is not supposed to be interfered with the Update Progress (which is working) I figured the Updater works like this: First SCCM checks if a Update needs to be deployed, if this is the case, The Flash Updater begins. First the old Flash Version is beeing uninstalled. But now: if the Client has a Browser Window (IE, or Firefox) open, the Updater is not able to install the new Flash Version and quits with an Error. This leaves the Client PC without any Flash (because its being uninstalled before) How can I prevent Flash being uninstalled due to the Update progress not working while a Browser window is open?
I've got a movieclip, which has got a dynamic text element.The movieclip uses a package for its codeThe package if obviously derived from the MovieClip classI've got a timer, that updates the dynamic text field every second.When debugging the code, I see that the timer works well. Its updates the value of the dynamic text field.
it looks like the problem is that the interval has not been clear so every time i click away from my slide show (for example navigate to my contact swf) and then come back to the slide show the pictures keep looping on top of each other and fading at the wrong times too.
var id, current; var k = 0, p = 0; var slide = 1; function loadXML(loaded) {
I have a problem with setInterval. I have a button; when you press the button three movie clips fade in and slide across screen. When I set the script so the mc's move without button input, everything is fine. But when I try to set it up with an onRelease handler, BLOOIE!
I am trying to create a Flash file that will export a JPEG file for a certain number of files, using Quasimondo's BitmapExporter class.
I can get it to successfully export 1 image, but I have a problem getting it to export an image for each element in the loop.
I need to pause the script (with an interval perhaps?) to allow the export to finish, then continue and do the same for every element in the loop. (in this case 5 times).
Code: import flash.display.BitmapData; import com.quasimondo.display.BitmapExporter; // This is the bitmap that will be drawn
trying to count key presses in a 30 sec interval. if the number of keypresses is above say 20 in 30 secs they go to a new frame, otherwise they go back to the start and the count begins again. using as2 and flash cs4. very confused.... not sure if onEnterFrame is better than keyListener.
I am working on an eLearning course whereas client requied the course to be keyboard accessible. He wants all the shortcuts with Alt key combination.I can trap the Alt key with the use of enterframe but that makes my course processing heavy so I tried to trap Alt key with keylistener event but unfortunately keylistener event doesn't listen Alt key .how to trap Alt key without using enterframe or interval?
This is literally a little script that I have found on the Internet:
this.stop(); //zodat de stage op frame 1 blijft var timer:Timer = new Timer(3000,1);//een timer aanmaken die 1x afgaat na 30 seconden timer.addEventListener(TimerEvent.TIMER, timerHandler); //luisteren wanneer de timer afgaat timer.start(); //de timer starten
I have a logo which animates one time and stops. What I would like is, it should loop every 5 seconds interval. The following is the action scipt 3 written in the flash document.
Just wondering how to make my interval start when I want it to because im trying to delay a function but i only want that interval to work when the code is being executed so i would have to add some kind of 'start delay' code inside the function.
I am using set interval. I can clear the interval to stop it, but when I use the play(); command it continues from the beginning and I want it to continue from where I left off. The timeline is 10 frame long. I want to continue from a specific frame. I already tried gotoAndPlay (frame#) and it doesn't work. Maybe I had it in the wrong place. I bolded the area that needs some sort of code, somewhere within/below it.
Here is the code. frame #1 //SET INTERVAL stop(); callback1 = function (){ if(_currentframe == 10){ gotoAndPlay(1); clearInterval(ID); [Code] .....
I'm trying to write a card counting counting program and am having issues with the pause on my set interval. Basically, the problem comes when it starts running out of cards; the pause gets longer. how I can make the pause wait until after the card is attached?
im with a kind of a deal here... i havent wrote any code on this subject yet, and im not quite asking for the exact code of it, Ok my idea is this, i wanna create some sort of a timed slide show using the values of an array
I'm working on a game, and I'm having some issues because it's kinda "stuttery" - it seems as though the ticks don't get called every x ms like they are supposed to (ofcourse there could be additional problems, but I'll look into those later on - this could also be an issue for other (future) projects).So I tried to have a look at setInterval. I made a new AS3 document with the following code:
2. move this object along the x axis from stage edge to stage edge
3. repeat steps 1 & 2 every 5 seconds
So far i have managed to get my object to spawn in a random place and move from side to side, however every 5 seconds it moves the current object to a random coordinate and continues to scroll on x axis instead of creating another object at a random coordinate.
Here is my code:
ActionScript Code: var distance:Number = 5; var timer:Timer = new Timer(5000); timer.start();
I am creating a program where I am randomly flashing a series of words, and I would like to be able to record when someone has hit the "x", even very briefly, when looking at the word.I have inserted all of my code below, but I have difficulty with the section in bold. Everything is working except that in order for the "x" key press to be counted, it must be held down as the words actually change. Is there any way to have it record that the "x" is hit even if it very briefly? Whenever I try to use the key listener function, it does not work with my loop for displaying text.
stop(); var tempvariable = new Array();//array create variables stored in Flash to be saved for later display var itemarray = new Array(); //This is the array to hold the Words that need to be randomly shuffled
I have a set interval working fine, however when they press the button I use clear interval. When they then press the other button to start the interval again it wont do anything?