ActionScript 2.0 :: Want To Delay....not Keep Spazzing Out?
Jul 29, 2004
I've got a bubble, and I want this bubble to wobble to a random spot, sit there for a couple seconds, then wobble to another spot. By wobble I mean get to that spot with elasticity.Below is the code I'm using, and the bubble keeps spazzing out. I want him to pause, but the setInterval doesn't seem to be doing anything...
I've got a bubble, and I want this bubble to wobble to a random spot, sit there for a couple seconds, then wobble to another spot. By wobble I mean get to that spot with elasticity.Below is the code I'm using, and the bubble keeps spazzing out. I want him to pause, but the setInterval doesn't seem to be doing anything.[code]
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 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
In my game the Superhero walks around the screen by pressing some keys. But between the moment you press the key and the moment the moment the Superhero starts to move there's a slight delay.
I am trying to alpha-tween some text, in a sequential order, something like movie titles, where text appear one after the other, by fading in, and fading out. This is my piece of code and what i am basically trying to do, is to run the first block of functions, after the other, so i can display the first movie clip, and the after it fades, display the second movie clip and so on.... The problem is that both movieclips fade in at the same time..I have tried to add a function after the constructor, that would look something like this:[code]
is it possible do have a delay that doesnt slow everything down? I need it so one animation plays, waits a few seconds, and then the next plays. Right now it plays the second animation two fast so the first doesnt complete, but I need the animations to play a full speed
Now, before I get slated for asking this question, I have searched for the answer in this & other forums, but I still can't get my head around this.I need to have a delay built in within a "for" loop, so that it works something like this:
for(x=0;x<10;x++) { // code that generates button - I have this working
how do I put a delay in my function, i want it to attach the ball, then wait 10 milliseconds, then attach another, how would i go about doing this, heres my code:
function attach() { for (i=0; i<40; i++) { repeat = attachMovie("ball", "ball"+i, i); repeat._x = ((i*3)+30);
does anyone know of any actionscript i can use for a time delay. Say you have only 3 frames on a time line is there some way using actionscript that i can delay the playhead so for instance it stays on each frame for 20mins and once that time is up it moves on to the next frame and so on and so on.
ok what i have is an array that I want to display each image once when the page loads.so I tried the following, in in the init I called the function
[code]...
where the function setIcon tweens to the appropriate i in my array.When i go to publish this it doesn't ever activate the function playSlideShow, i tried activating it directly and it works, but i cant get a delay to it.What I want is for the swf to load, wait two seconds then activate setIcon(2).
I have an object that you can drag. What I want to do now is create another object that trails behind it along the same path the user has created but a few frames back (kind of like a ghost image I guess).
I've got the stop command in and the get url, what I wanted to know is if there is a line of code or something to dealy the fetch for like 5seconds? Also how after adding an animation do I keep it there, for instance I have three animations all starting at different parts and I need to extend the first one so the graphic stays in place. I tried just adding frames to each animations layer to extend it, but it fouls up the animation.
I need to have a delay built in within a "for" loop, so that it works something like this:for(x=0;x<10;x++) code that generates button - I have this working delay of 75 miliseconds before continuing the loop - can't get this to work!!