ActionScript 2.0 :: SetInterval Not Working In I.E?
Jan 27, 2009
I have a flash 9 app that calls a php script that in turn pulls in some variables from txt files. The function within the flash file that calls the php script operates via a setInterval() function. For some reason, this works fine in Firefox and Safari, but in IE the swf fails to update the fugures unless i clear the cache and reload the page..rather than the setInterval() function doing so every 60sec...
I can't see why this setInterval isn't working ..basically I want it so a new instance of the same image from the library gets placed on stage at various time intervals at a different alpha level each time ... >
Code: var myInterval:Number; var number:Number = 1000;[code]............
I'm having difficulty adding a setInterval to a Flash Movie I'm working on. Every time I try to introduce it all the elements fail to display.Attached is the Zip of where I'm up to so far - I have 9 blocks swinging onto the screen all at once (they finally come to a halt to reveal a picture). I'm trying to get them to appear one at a time with a delay inbetween.
I have a flash 9 app that calls a php script that in turn pulls in some variables from txt files. The function within the flash file that calls the php script operates via a setInterval() function. For some reason, this works fine in Firefox and Safari, but in IE the swf fails to update the fugures unless i clear the cache and reload the page..rather than the setInterval() function doing so every 60sec...
The first scene will have an embedded movie clip and artwork as a background for approximately 150 frames, the next scene (Scene 2) then appears (in the first and only frame) which has the following (AS2) setInterval on it (to play a swf file on a movie clip - the swf lasts a little over 2 minutes. Hence, 122000 milliseconds below):
I have a very odd issue with Firefox 3. Take the following code
ExternalInterface.addCallback("startAds", null, startAds); function startAds() { debug("Calling startAds");
[Code].....
The startAds function is called from javascript. When run in IE 6 & 7 everything works fine. When run in Firefox 3 i can see it enter the function and even assign and intervalId but the function set in the setInterval function never gets called. If i call setAds from actionscript and run it in Firefox 3 it works ok. Its just when the startAds function is called from javascript in Firefox 3.
I'm trying to create a wipe, where a bar expands vertically from the top to the bottom. This was accomplished with a motion tween. Now, I'm trying to use AS to duplicate that one bar across the screen, and this is done inside a movieclip, and the movieclip is on the main stage and it is setMask(my_mc); to reveal an image beneath.
Here's the code I'm using: totalBars = Math.round(Stage.width/bars._width); i = 0; duplicate = function () { if (i <= totalBars) { i += 1; bars.duplicateMovieClip("bars"+i, this.getNextHighestDepth()); this["bars"+i]._x = i*bars._width; }else{ clearInterval(intervalID); }}; var intervalID = setInterval(duplicate, 10); But it doesn't work!
i've tried searching the forums and fighting with this way of fading the movie clip in and out. The movie clip has an instance name of "box", my brother also can't figure it out.
Code: var fadeChecker:Boolean = true; function flicker():Void{ if(box._alpha >= 100){[code].....
I have a setinterval thats playing up i am trying to load a external swf into the timeline after .5 seconds it works fine but it just keeps recalling the function, I just cant seem to clear the interval.
This is the AS on the button: on (release){ trace("working"); _parent.play(); _parent._parent.fadeOut(7); _parent._parent._parent.urdMain_mc.play(); [Code] .....
I am working on someones as2 file and I noticed that they had an onEnterFrame running non stop in the movie. I don't use onEnterFrame personally. So I tried to create a conditional to stop it. While the conditional worked its stopped the fluid animation they had used. So I need to figure out some other way to get rid of the onEnterFrame. Anyone have any ideas here? The AS basically resizes a box on stage when certain movies are loaded.[code]
I did this cheesy banner for my portfolio and i dont understand why the setInterval is not working correctly. The thing is when I let the banner roll its working perfectly but as soon as I start to click every number very quickly the timer get all screw up I dont understand why.? this is the code is use
I am having problems with this function, which is called when a button is pressed. I am loading a JPG with a movieClipLoader into a newly created movieclip, and while this is loading the other is still viewable and is faded and deleted when the new JPG has fully loaded, using the code below:
ActionScript Code: function loadBigPicture(iValue:Number, firstTime:String):Void { this.createEmptyMovieClip("myBigPicture"+iValue, this.getNextHighestDepth()); trace(_level0["myBigPicture"+iValue]);
[Code].....
If the button is pressed extremely quickly again and again, the intervals begin to stop working
i use as2 and i want to know how to use setInterval
Code: var pistolshottime:Number = 1 var counter:Number = 0; var interval:Number = setInterval(pistolshottimer(),1000); var pistolshottimer : function(Void){ counter += 1;
[Code]...
pistolshottimer is the period between shots and i just want to know why this doesnt work it says "an identifier is expected after the ':'" and it says after pistolshottimer
how to use setInterval. I think this is what I need to use to do what I want to do, as shown in the ActionScript (2.0) I've pasted here:
bhold.buttonBlue.onPress = function() { if (ohpNameRed._y == 0) { MoveNameDn(ohpNameRed, 60, .3); //i want a second or so delay before the following code is executed MoveNameUp(ohpNameBlue, 0, .4);
Wondering if there's anyway this can be done? Or is there anyway you can return the time elapsed since the last function call?
Reason being that I'm using it in a project that really requires the option to pause the game. So I'd need to "pause" an interval when the game is paused and then resume it from where it was stopped when the game is resumed.
I'm in a project where I have to use setInterval to go to a certain frame after a period of time when hovering to some thing in my stage.
The code used is : setInterval( function() { goToAndPlay(34); }, 100000; stop();
The problem is that the counter is always engaged will not always go to the frame after exactly 10seconds, it will be random because it never stops counting.
Is there any way to clear the counter after each time I hover to the thing??
I am working in an image scroller. Now i need to add a new feature. ie, To pause the scrolling for a specified time after each image scrolled out from the stage. But I have implemented this using a setInterval and clearInterval. But there is an issue occuring in this case. When the image pauses, a gap is occuring between the last image and first image of the scroller. Also when the scrolling continues this gap is also increasing. When the first image scrolled out, it will be again appending with the images scroller. That means it's appending after the last image of the scroller. Thus first and last images comes next to each other. When the scroller pauses, the gap is occuring between the first and last images. Anybody have idea about this.
is it possible to create a progress bar which shows the progress of a setInterval?so if ive used setInterval(foo, 4000); it will "load" up to each function call...
I am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached. Basiclly it's a slide show feature.I am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached.Basiclly it's a slide show feature.
i am trying to trigger a function after a certain delay, which is why i used setInterval. i can get the function to happen after a certain time, but clearInterval doesnt seem to work it always worked before, when i was not writing it in oop, is there something special with this function when it's used in oop?[code]
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).
What I'm trying to achieve is that I'm planning to fetch data from an XML file in certain time sequences. For this I would need a simple function that has a growing variable. I tried to test this as a text field that would show my variable go from 0 to 2 with one second between each change - but I can't get it to work.