ActionScript 2.0 :: Put A Limit On How Many Bullets (which Is A MC) That Can Be On The Screen At One Time?
Mar 25, 2005
I know its possible to put a limit on how many bullets (which is a MC) that can be on the screen at one time. However, I've been playing with it for about an hour now and can't figure out the right AS. I am including the swf and the fla.
Setting up a time limit that if the time equals to 3 minutes the game stop.I have a card game with 10 different cards to be paired. My problem is to put a timer that limit the player to only 3 minutes of playing after which a movie clip that says "Time is up!" will be displayed.
I'm new to the forum and also to flash.I'm trying to create a 2 minute video. Can someone please tell me how to set the time.for eg: I want the first part of animation i createed to play for 5 seconds.when i give the frame from 1 to 5 it plays too fast(i.e does not last 5 seconds). when i give frame rate as 1second per frame(usually 24fps) the animation is not smooth:(. how do i set it so that it plays for 5 seconds and the next 5 seconds i want the remaining animation to play.
Can anybody tell me if it is possible to limit the bandwidth or screen refresh rate that a flash movie uses? I have a large number of virtual desktops which use RDP and flash performance is terrible.
If I look at a site in IE that use lots of flash, my RDP session can even hang sometimes or more likely become completely unusable.
but i've just been learning what i can from the net. anyway, a friend of mine bought a flash website template off the net and gave it to me to modify for his wife's business (it's a spa). so i've got it all done and they are wanting to upload it onto the server for the grand opening this weekend, (even though i haven't been paid for doing the work yet).so i was wondering if there was some sort of actionscript i could insert so that the website will only play for a specific time (lets say from 5:00pm on 4/31/09 thru the weekend, to say... 6:00am on 5/3/09.
it would be extremely nice if one of you Geniuses could maybe even help out with the script
I created a "movie" that is basically just several sentances fading in and out. I'd like it to stop eventually, so it's not annoying. I know with animated gifs you can tell it to "play" 5 times (or however many times you want). Is there a way to do this in Flash? Or would it be something I set on my html page?
sorry if i ask questions that been posted b4, but i js cant find one actionscript which teaches how to make a time limit countdown. such as in my game the characters need to do something in 30seconds. And so i need a time limit of 30seconds.
How to do the Flash Slider in less then an hour. I followed this tutorial: [URL]. And got it right on the first time, sweet! Here is the ActionScript 3.0 that came out from it
5 buttons, 5 thumbs. I click on the third thumbnail, it shows me the 3rd picture. Pretty simple, pretty straight forward. How do I add a time limit? For instance if I click on button #3, and I stay there for 12 seconds without clicking, it goes to #4, 12 seconds later to #5, 12 seconds later to #1, etc?
I asked for help earlier with a banner and a button that counts roll overs. I am having an issue where the first movie clips in the array play much more often than the others. When I mouse over every couple of seconds or so, only the red mc plays. When I go a little faster the red and blue mcs play back and forth, and when I do a bunch of mouse overs really fast, then all 3 play in order. What part of the code has something to do with amount of time between roll overs? I want it so that even if I roll over once and then again a minute later, I want the second movie clip in the array to play instead of the first again. Here is the code I have in the first frame of the main timeline, as well as a stop(); in the first frame of each mc.
I'd like to know whether it is possible to time-limit the final SWF Flash animation? Can it read the system date and stop working after 45 days, for example?
Lately I am getting quite frustrated by the fact that Click in Flash is basically mouse down and up (staying in the same object). I would like to add further limits like time and movement to validate a click. How to do it cleanly? I did a check with mouse down/move/up but got some issues, how to do it successfully (and tested).
I am working with the open source flash player at [URL].. and I am trying to figure out how to limit one sound file at a time. I know this has been done on a number of sites but I am unsure how to approach it.
Scenario: A page has five different instances of the flash player. The user is litening to one song but clicks on another to listen to it.Goal: The first audio file automatically stops while the second starts playing instead of both playing at the same time.
Do I need to have some sort of javascript handler than interacts with the swf or something?
I have problem with the setInterval function. I have a game application that sets a time limit of 3 minutes. From 3 minutes counting down by 1 second up to zero. The problem is, the counting of the timer is by 2 seconds and sometimes by 4 seconds. I tested the movie in my local computer and looks fine but when I upload it to a server and it is embeded in a website. And by the time the user clicks the link to play the game application and starts playing the problem about the timer occurs.
I'm working on a project where we use Flex, Spring, Hibernate and Blazeds,all working on a Weblogic server.Everything works fine and we call services at the server side from the flex app without problems,but now we need to limit the time who spent the execution of the services to 2 seconds, if any service takes more than 2 seconds the server must return a timeout to the flex app.I've been searching for a way to do this with the blazeds configuration, but it looks that it's not possible.Is there any way to achieve this? I've thought in add a filter to the blazeds requests so it can control the timeout... But I can't find any example and I don't have enough knowledge of filter.
We have a flex application and in that we have a screen that taking a lot of time to load, almost 60 seconds.Basically the screen is a very big form. I wanted to divide the form as a wizard but the client wants a single form with Vertical Scroll on. Now there are 8 sections in the form, each section has two form elements (so around 16 form components) but i have divided each section into a separate component of its own as some pieces are reused .So the whole screen is like Form - Divided into 8 sections Each Sections is an mxml components contained in a Almost each components contains two form components kept side to side in horizontal flow i.e something like that.This screen is taking hell of a lot of time to load. How should i speed it up, please tell the approaches.Also the main application doesn't take much time to load, this particular screen is loaded on the click of a button and on clicking the button the screen gets stuck because its taking a lot of time to load.
I have a generative art app, and I'd like it to draw as many cycles as possible each frame without reducing the framerate. Is there a way to tell how much time is left until the screen updates/refreshes?I figure if I can approximate how many milliseconds each cycle takes, then I can run cycles until the amount of time left is less than the average or the peak cycle time, then let the screen refresh, then run another set of cycles.
I know the event "show" works for View stack i.e. I can use this event (capture it and do some processing) to know whenever my view stack child gets displayed in screen. But when I am trying to use the same event for a child of a state it doesn't work (i.e. breakpoint set at its event handler never gets hit). Similary, creationComplete only works when the screen is visited for the first time.
If I have several items that move across the screen but the user can click any of them at any time, how do I record the current position of the item in order to use that data to change the position of the item?
link buttons to a new frame? Similar to this example here so a user can select a tab at the top of the screen and a new page for your time line loads.I know basics of Flash but not sure how to achieve this.I cant attach the file here as its too big .
I'm creating a screen saver where day1_mc will play on the first day the screen saver is initiated , then day2_mc will play at 12:00am on the 2nd day, then day3_mc will play on the start of the next day at 12:00 am and so forth until the 5 day cycle is up, it will loop back to day1_mc.
how to create bullets in as3? I have a main character = hero.mc Basically I need to store the bullets in an array and have them firing from the hero. It sounds simple enough, but for some reason I can't get it to work.
So far I have this:
Quote:
private var bullets:Array; public function createBullets() { bullets = new Array();
I need a code in AS2 that launches a bullet ("bullet") from the character ("hero") towards wherever you clicked the mouse.For example, if I click somewhere, I want the bullet to launch straight towards where I clicked.
How do I add a bullet to Flash text? I know that alt0149 isthe html code. In the Flash text box and before the first textcharacter, I tried pressing the ALT key and simultaneously typingin 0149. Nothing happened.A similar question was asked on this forum... the answer wago to the Character Map (where is that) or use dynamic text (Itried putting alt0149 in the dynamic text box ??? but it didn'tork).My work-around so far is to copy a similar bullet and add itto the text box. But there must be a quicker way.
this is in my bullet movie clip on the timeline.[code]It all works but when i turn around it still shoots the same way im sure its something simple but i just cant work it out.
I'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
I've got a mouse controlled person who fires circle bullets up towards oncoming enemies. but since i duplicated them, only the first bullet fired works as it is the only one that has the right instance name.What I mean is :The bullet is instanced bullet When it is duplicated to be fired, it changes to bullet1,bullet2 ect etc The hittest script on the enemies only reconize bullet, and therefore ignores all other shots except the first is there anyway of making it so it reconises all shots?