ActionScript 2.0 :: XML Slideshow - Delay Timer Error?
Mar 14, 2006
There seems to be a time delay problem when the slideshow is playing. It will start playing, but as soon as I click on the next or previous button to view another clip it will mess up the delay time and screw up when the pictures will play. Is there a way on how I can fix this ... I attached a link to see what is happening. The following script is what I have playing for the images.
In addition to a timer i'm making I simplified my code, but i'm running in to an annoying problem when I try to input the Timer delay manualy. I want to enter the speed and the number my timer needs to start running trough an input textfield. The counting number is no problem, but when I try to do the same with my delay it wont take it. Is there a way to get around this? I keep getting this error[code]...
I'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
var timer:Timer = new Timer(x); basically x is an array... when timer.start() is invoked
it runs, the first count is 1000 ms, then the second 800 ms, and the third 6200 ms and so on. In other words, it's a dynamic change in the delay and not a continuous delay of x ms.
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.
I have a "News Bar" on my flash site that plays a movieclip I created to display the news. I would like a one-time delay of around 2.5 seconds before the movieclip starts playing. I'm comfortable with flash and am learning AS3 more and more everyday.
possible to have a timer that works inside a 'for' loop? I have created a timer but it only activates each time the frame is run through. I have a for loop with i++ so that I can put objects on the page with a small pause between them. The i++ loop puts all the movieclips on the page simultaneously. I need a delay and a loop because the shuffled arrays will be reset each time the frame refreshes.
I'm new to concepts of AS 3 but i'm stumbling through it.So i'm looking to the Fourm for some Mentor ship
I have a simple Regular Flash slide show with 4 slides and an intro label. I need my Intro label to have a Timer or Delay event that holds on the "Intro" Label for a certain amount of time before the Timer expires and calls a function that tells FLASH to go on to slide "Slide 1" label.
The trick is i need this delay to run everytime the Timeline is at the "Intro" label as i have an animation playing while the timer or delay event counts down and finally at end goes to label "Slide 1" Can anyone share some simple code snipets that would point me in the right direction to accomplish this using AS3 ?
I'm trying to make a timer.. When I press a button a movieclip does this: gotoAndStop(2); I want it to go back to Keyframe 1 after 10 seconds. How can I get this to work?
I have the idea of scripting animations, placing them inside a function, so then I can recall them whenever I want: Code: function eyesleft(){ eyes._x=0 eyes._x=-100 } one question is I need some kind of delay timer to make the animation smooth, otherwise the animations would be all jumpy. Set interval seems a bit jumpy.
Ive noticed that i need a function that delays a callback. I use this quite often to delay animations and stuff. well anyhow. Before i just used Tweener to do this.Tweener.addTween(this, {time: 2, onComplete: callback}); This works fine but i belive that I get a small memory leak from this. So i made this static function. I think it look quite nice. But it only works sometimes.
[Code]....
If you try it with a loop of, say 10 so it will callback every one second for 10 seconds, its often it will skip a few. Have anyone noticed any problems with timer before or something similar. Or if you have a nice delay function you wanna share.
I'm building a continous move in flash, and I'm displaying some text and images and want to hold the timeline for about 20 seconds and then resume play again. I'm trying to write a simple timer in AS to keep from having to create 10000 frame long movie clips. Here's what I have so far:
stop(); this.onEnterFrame { time = getTimer(); if (time == 20) { play(); }}
Unfortunately, this isn't working for me, and 'm unsure why. I suspect two things, A: my "time" var takes only a snapshot value of the timer and not a continuous value, so the timer never reaches the value of 20. Or, B: I have somesort of syntax wrong and the if never gets a chance to load.
at the tail end of my Flash cs4, actionscript 3.0 college project and want to incorporate a countdown Timer Event when there is a 3 minute delay of usage in the flash movie (interactive).Below is what I understand and want to accomplish.Is it correct to place the actionscript code in the actions layer of the 1st frame within the 1st scene?And will it be recognized throughout all the scenes within the flash movie?1. Have the flash movie recognize a delay of usage (no clicking) after 3 minutes to start a countdown Timer Event.??Where would I add code to the timer to fire every 3 minutes during a delay of usage?
import flash.utils.Timer; import flash.events.TimerEvent; var count:Number = 11;
i have a slideshow with a delay of for example 3 seconds, and a preloader which is a line with a 100px final length.i start preloading next image.now if the time until next image loads is longer than slideshow delay, i will show next image as soon as it loads.if the time until next image loads is shorter that than slideshow delay, i want to wait additional time until delay and then show the image.the problem is how do i represent smooth line width grow (being enter frame or tween) by calculating/comparing 2 values together (delay and loader percent, which goes from 0 - 100) ?if my line growth represent just a slideshow delay, then when it gets to an end, if next image still hasnt loaded, then it wont look good if line has come to an end, but i still have to wait.
I have a AS3 flash slide show that uses the timer method with a wait() function to change slides. So the preloader is on frame one and the first slide is on frame two and the second slide is on frame three and so on. At each slide frame there is a wait(7) statement so that the swf moves ahead to the next frame every seven sec. When I create a nav element that uses the gotoAndPlay function to target each frame.
Everytime the nav is clicked and goes to the corresponding slide the timing of the slides is all messed up. I may be naive but it seems that once the button in the nav is clicked the timer keeps going on the slide the user was on when the nav was clicked. How can I clear the wait() timer on click? When I just add a remove.EventListener to the button the function in the frame is not available to the button though they are both in the same frame.
Below is the wait() I am using in the root stage timeline: function wait(duration:Number) { stop(); var timer:Timer=new Timer(duration*1000,1); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onWaitTimerComplete); timer.start(); } function onWaitTimerComplete(e:TimerEvent):void { e.target.removeEventListener(TimerEvent.TIMER_COMPLETE, onWaitTimerComplete); stage.removeEventListener(Event.RESIZE, onStageResize); play();
Below is the code for the click inside the movieClip button: b1.addEventListener (MouseEvent.CLICK, onClick); function onClick( event:MouseEvent):void {MovieClip(root).gotoAndPlay(2); }
I have two buttons which can switch through photos (previous, next). But I also want to play the gallery on it's own. Just like a slideshow. The buttons though need to function properly!
I am going to be making a flash intro that involves using the flash transitions to transition between pictures and video content. I'm not looking to use this whole code from the template, I just want to implement the transitions with the timer instead of a keypress event. One like as follows:
stop(); var timer1:Timer = new Timer(200); timer1.addEventListener(TimerEvent.TIMER, blah1);[code].....
how to add a sort of timer for the slideshow...one that counts down from fx 6 seconds to 0 every time a new image in the slideshow appears. something with a variable and a text area...but how to make the count down follow the image delay...i really would like to know if this is possible.
I have been trying to create an automatic slideshow at a click of a button. I have tried a few ways using timer class to show images(stored in an array) for a few seconds but i can't seem to get it working. Below is the code that i am trying to get it working..if there is any kind soul out there,
I'm writing an upload program to upload multiple files. It works great as long as I only upload one file but as soon as I add a second file it throws an error saying it can only perform one upload at a time.Is there a way I can have it not loop back through the for loop until the upload has completed?Here is a chunk of my code
I only get this error when I hit the save button the second time, and I'm not quite sure why that is...Screenshots of what the xml looks like before and after save is attached. Here's the method that edits it:
ActionScript Code: private function createSourceNodePropertyForm(event:Event, propPanel:SuperPanel, form:Form):void {
I'm new to AS3, and I'm coming up with an error. I'm creating a slideshow of pictures of mass effect characters for a class, but I can't get it to load the URL properly.
I think the error comes up in the thumbLoader function, when I say: Code: thumbLoader.load(new URLRequest("masseffect3/thumbs/" + images[i])); I have a folder called masseffect3 which contains full sized images for the pictures I want to be shown on the slideshow, and then I have a folder called "thumbs" that contains the thumbnails of each image, with the same image name as I have in the array that I set up.
I get this error: Code: thumb Error #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found.
I have a movieclip that displays a slideshow. Starting a few days ago I get a error message from Flash Player 10 saying "TypeError: Error #2007: Parameter url must be non-null. at flash.display::Loader/_load() at flash.display::Loader/load() at slides/switchPhoto() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()"
Here is the actionscript package for the error package{ import flash.display.MovieClip; import flash.display.Loader; import flash.display.LoaderInfo; import flash.events.*; [Code] .....
i am making a website for a client, and i have created a template system which reads different XML files as the user clicks on different menu options.The same template is being used on all the menus (with different xml files).
This template has a slideshow feature which is behaving abruptly, sometimes it cross fades to the next image properly and the other times it just stops working or cross fades extremely fast.I have tried and tested the code for bugs many times, but as i am new to as3, cant seem to get the right solution.
I personally feel that the swf template is not being unloaded when a new menu item is clicked(and the new xml is loaded), then there is some sort of a conflict between the new and old code and it ultimately breaks up.