ActionScript 2.0 :: XML Gallery Run Automatically After 5 Seconds
Nov 27, 2007I've got a gallery that now needs to run automatically after 5 seconds. It's a very basic XML driven gallery.
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I've got a gallery that now needs to run automatically after 5 seconds. It's a very basic XML driven gallery.
[Code]...
I purchased a template from template monster that has a Flash Intro. It has a header with a previous and next button and three photos.When the site loads up the first photo drops into place and text flies out from the sides of the photo then when you hit the next button the next photo drops in with its text and so on.I was able to change the photos and text and all works fine. What I want is for the banner to automatically rotate these three images and texts every 4 seconds or when someone hits those next or previous buttons.
Right now the images/text only move if you hit the next or previous buttons. In dreamweaver I set the Flash to autoplay and loop but that did nothting.
I want to use flash slideshow for my site to make pictures change automatically after a few seconds and the possibility for the user to change it manually. I don't know about flash so much and the only thing I was able to do is changing the pictures manually by buttons..
View 1 RepliesI have an on(press) command that refreshes advertisements on an HTML page that my .swf is embedded in. When a user clicks on buttons that have the script, the advertisements refresh. I have a page that features a Slideshow Pro slideshow. Because this is a component, I am unable to put this script on the buttons in the slideshow. I am hoping instead, to have the script automatically run every 10-20 seconds. I am using actionscript 2.0 in a Flash CS3 file. Here is the code on the button:
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I have a video file which plays fine but it plays as soon as the welcome page starts. I have some small text animation which needs to play first and after 45 Seconds my video should start playing automatically. How to achieve this? Using actionscript 3.
View 1 RepliesI have a home page and five other pages. The five pages have a main menu at the top containing buttons that allow you to go to the other pages:
on(release){
gotoAndPlay("gallery");
}
I have an actions layer. Each section has the following action in the first frame: stop(); When I view the website the home page works correctly. However, any page with the main menu automatically switches to the next page after about six seconds. The code seems pretty straightforward so I have no idea what I'm missing.
How can I make my Introduction_mc automatically disappear after 10 Seconds and load Home_mc (automatically)? I don't want user to change by himself this Introduction page. It should be done automatically.
View 4 RepliesI need to create an interactive slideshow where the each image automatically slides to the left every 10 seconds. There should also be the option of clicking a button to move both back and forth as well.
View 1 RepliesI have a movie which plays for several seconds, then I stop it. I want to resume it playing automatically after 10 secs.
View 3 RepliesI have a gallery that shows pictures when yo hit a next and previous button, but id like to make it go automatically.[code]...
View 6 Repliesi have already created a photogallery for the website below.
[URL]
Now i will like the photos to run automatically as well as having button to click on. I want this done via as3 as i have quite alot of photos.
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How can you expand the XML gallery (from the tutorial here on [URL] to automatically load the next image, and the next, etc. while the current picture has loaded (and most likely is being viewed for a moment by the visitor)?
here is the link for the xml gallery from 2004: [URL]
How to create a photo shuffle gallery like this one, but in AS2 [URL]. But without all the extra bits at the bottom where you can change scale etc, I just want it to run automatically, simple and clean, just randomly bringing photos in and out.
View 0 RepliesI did the tutorial for the photo gallery with thumbnails and I'm wondering how to make it play automatically and pause with buttons.
I saw another thread and they said to use this code:
myInterval = setInterval(this, "changePhoto", 10000, 1);
but it was for the photo gallery without thumbnails. I cant get that to work for the thumbnail photo gallery version.
i've got 5 images. i want the following things to happen:
1. the placeholder movie clip automatically tweens to adjust to the image's dimensions.
2. the transition between each image is a la: www.barbariangroup.com -- front page when you enter
3. the images stay on the screen for approx. 5 seconds each.
An image, like a jpeg, has a bunch of metadata stored in it. The "IPTC Core" metadata usually includes the photographers name, address, title, description, etc. Is there any way to access this information using AS3 so that, say, captions for images in a flash gallery could be generated automatically?
View 10 Repliesi have an xml driven photogallery with thumbs and the slideshow starts automatically and is cross fading and it has a next/play/pause/for buttons. Everything is fine but i don't like the way the thumbs scroller operates, it's way to mechanical and i would love to add an easing effect to it. How do i do that? this is the code of the whole gallery:
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any idea about the image gallery in the [url]... website? When you try to resize the browser it will automatically adjust its column..
View 1 Repliesi've got 5 images. i want the following things to happen:
1. the placeholder movie clip automatically tweens to adjust to the image's dimensions.
2. the transition between each image is a la: [URL] -- front page when you enter
3. the images stay on the screen for approx. 5 seconds each.
its for a photo gallery that I downlowded,the images fades in and out, but only start that when you click a button(timer).I'm trying to founf out where in the script I can change this, so that the photo's start automatically,rather than, on a button click.I have pasted the script below, is that ok, or would people rather a zip file of the files?
// (c) Copyright by Andrew DiFiore. All rights reserved. DO NOT REMOVE.
fscommand("allowscale", "false");
Stage.scaleMode = "noScale";[code]......
i couldn't find a tutorial on this matter so i sorta started making my own hypothesis... what i'm trying to do is: have a gallery of images automatically scrolling horizontally while having the set of images loop. like at[URL]..
here are a couple of my theories and questions for AS commands to have this work:
1) display a range of pixels of an image at certain positions, i.e. if gallery is scrolling to the left, leftmost image when its parts are disappearing out of the viewing area, they become visible at the right.
2) have two instances of each image and when an image is disappearing on left, the second instance of that image comes visible on the right. this I imagine would take up more HD space.
i guess what i was wondering more about is how jager did their gallery where there's only enough images are in a set to be viewed in the viewing area.
I have this piece of code to change images. I was trying to figure out how you could put a timer on the code, so if the image has been displayed for say 5 seconds it diverts to the next image automatically? Also if it's not to hard, when it has played to the end to divert to the 1st image.
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I'm getting a data which contains a certain number.
I need to find how many hours, minutes and seconds it stands for.
for example:
I'm getting the number 248 which means:
00 hours : 04 minutes : 08 seconds
When i use time varaible and then minus the time. Ive noticed that flash does not count down in seconds, but the speed of light. My maths are not very strong so how can i get flash to count in seconds
var time =60;
sprite.onEnterframe = function(){
time -=1; ( this counts faster than seconds)
}
I'm trying to figure out how I can make the sound file that I load into Flash start at x seconds and end at x+30 seconds.So basically, I just want a 30 second sample to play starting at a specific time position. Does anyone have any advice on how to do this or have links to somewhere I can read up on it?
View 4 RepliesI'm working with the youtube API and I'm getting the current time on the video as seconds.What I want to do is to convert them into this: MM:SS.I've tried to google and try different things by myself but nothing seemed to work and be efficient.
View 4 RepliesI am currently using the following code to display the secconds of a FLV being played:
ActionScript Code:time_txt.text = Math.round(_root.video_mc.videoZ.playheadTime*100)/100;I need to change this to display MM:SS (minutes:seconds) rather than just seconds and decimals.The javascript people here at work suggested something like this:
ActionScript Code:
function strPad(str, places, pad, side) {
while (length(str) < places) {
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I have a video player and trying to make a time indicator of minute and seconds.
View 3 Replies1) I want a 60 seconds video to start playing after 40 seconds have been downloaded - to do that I set the NetStream.bufferTime to 40 seconds and retrieve "NetStream.Buffer.Full" event causing the video to really start playing. This step is OK.
2) However, the "NetStream.Buffer.Full" causes data to stop downloading. So the remainder of the video begins to download no sooner than after the 40 seconds have been played. This step is my issue. Can anyone tell me how to avoid this unintended effect? (i.e. playing a video and downloading data at the same time?)
What I want to do is to make a gallery based on the tutorial gallery here (thumbs), but I want the user to be able to choose different galleries from within the movie. I figured that I could make a loop to cycle through the galleries, then nest another loop inside it to cycle through the pics, captions and thumbs. While I wrote, I constantly tested the output with trace commands, but when I tried nesting the loop I lost all output.. I'm pretty new to both Flash and Actionscript, so if theres an obvious solution I havent been able to see it.. This is my temp XML file:
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