ActionScript 2.0 :: Time Base Events - Perform A Function After A Period Of Time?

Mar 19, 2006

I was just wondering whether it was possible to perform a function after a period of time.like +2 to hp every 6 seconds.

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I have this MouseEvent function that I have totally no idea why it fired twice. Is there a way I can disable the function in a period of time? I tried disabling the button, but seems like it directly called the function and does not trigger from the button.

Addition info:When I add in more object to the array, the function fired more time

The Class the handles the button

package classes
{
import flash.display.MovieClip;

[Code]....

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make a clock base on given time(server time) as title,

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I have a simple app that stops on frame 1. There's a button that after clicking moves me to frame 2. On frame 2 I have another button to which I would like to add an eventhandler similar to the one for the first button - I am however unable to, as I get the following error :

Error #1009: Cannot access a property or method of a null object reference.

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I have an item that I want to appear on stage (see code below); but only for 5 seconds. After 5 seconds I want the object to disappear. I know that I can use removeChild to remove the object, but I don't know how to keep the object on the stage for a specific amount of time.

Here's the code:

stop();
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[Code].....

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ActionScript 3.0 :: Alpha - Fade Out After A Period Of Time?

Oct 4, 2010

Im trying to have a small sized flv video that plays on top of another flv, the top one fades out. It technically works, but it randomly sometimes doesnt fully fade out. It would stop half way fading or just about gone but not quite or doesnt do it all.

75% of the time it works.Im wondering if flash balks at ram/processor usage and just quits fading, but cpu is only at 16 when it fades. Or if the tween class is buggy.

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I originally had a timing code in there so it would fade out after a period of time, Ive removed it for simplicity. It still doesnt fade properly.

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Basically im making a completely flash/as3 website.I have a transition effect which lasts 2 second which is triggered every time some buttons are clicked.

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Is there a way to loop one frame after a certain period of time. I have only one frame in the timeline, and about 10 layers with a single frame containing a container to load external mcs. These frames are all lined up in one row and the mcs play after a certain number of seconds. The last layer containing my last mc that plays fades out to black and then nothing plays again but id like to have it so that all the mcs play again like the first time, like a loop.

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Code:
#initclip 1
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[Code] .....

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I would like to add a movieclip to the stage (on a FrameEnterEvent) for only a few seconds.

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I am developing a video player for FMS 3.0 and my client complains that when he leaves the player running overnight or after computer goes to sleep when he comes back the elapsed time displayed as NaN and when he tries to play, nothing happens. Why is this happening? Does it mean that the connection with the FMS dropped and I have to reconnect? How can test for the dropped connection?

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I have a flash application. I'm trying to send users text messages via php after they did certain things on the flash.

For example,

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[Code].....

I'm thinking of setting up a table for the list of things that will trigger the text. Then have a cron job set up to check the timestamps of each user finishing those things.

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i trying to find a way to have an exe time out and quit after say...ten minutes.

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I'm trying to make a progress bar that moves from 0 to 100 over a specific period of time. This time will be dynamic. It might be 10 seconds and it might be 13.2 seconds or whatever. The overall width of the progress bar will never change but the amount of time it takes to go from 0 to 100 will.

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My goal is to change the time for setInterval each time the function is called. Planning to replace myInterval = 5000; with a randomized number. My problem is getting setInterval to recognize the myInterval variable from the function.

[Code]...

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ActionScript 3.0 :: Function Gets Triggered One More Time Every Time Call It?

Nov 29, 2011

PROBLEM SOLVED NO LONGER NEEDED

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ActionScript 3.0 :: Delay A For Loop - Throws An Error Saying It Can Only Perform One Upload At A Time?

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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

Code:
for(var q:int = 0; q < selectedFileArray.length; q++)
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Javascript :: Animation Time Base On Width

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i have mentioned that my animation needs to work for 5 sec. On 1024 to 1600 monitor it woks fine. But on smaller monitor it's too fast. How do i slowdown based on screen width. i.e animation needs to calculated based on screen width, say i mention for 1024 width it needs to work for 7 sec. Even if the screen decreases it should work for 7 sec. Again on larger monitor since width is more again and time is less (7 sec) the animation is again fast so here again the time has to be increased.

[Code]...

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How can I get different images to display base on the time in Flash?

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Actionscript 3 :: Best Way To Time Events In Games?

Aug 12, 2011

I am making a game similar to Touhou in style to learn AS3, but this game is timed to music. Bullet patterns, enemy spawning and special graphics will all be timed to happen at specific times in the music. What I am wondering is:What is the best way to accurately time many(!) events that are required to be very accurate and not slip even a tiny bit out of sync? Example of what sort of timing I am looking:

Spawn 5 different types of enemy's at 1:30 minutes, enemy 1 bullet pattern start at 1:31, bullet pattern will be timed to beat so repeat pattern every 2 seconds. This is a simple and short example of what I am trying to get at.

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ActionScript 3.0 :: Using The Timer Class To Time Events

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I am using the Timer class to time events. Although, I am not sure I have it set up correctly as after a few seconds the events start to get synchronized. first two, then three, etc. Here is an example of the code:

[Code]...

Does anyone know what could be possibly interfering with the Timer for this to happen? It mainly starts happening after you click on an mc and it is removed from the stage (this is for a game).

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ActionScript 3.0 :: Use Both CLICK And MOUSE_DOWN Events At Same Time?

Oct 28, 2011

I'm trying to figure out a way to have one button perform a function if the mouse is "clicked" and perform another if it is "held down". In my example I have the functionality of each working the way I want, but I can't seem to get them to work together (one is commented out right now). I've searched many forums and haven't found the answer, I'm sure it's there just not having luck putting my finger on it.

The only way I can think is with a timer - but a forum member I read somewhere said that was "Ghetto". Plus, I'm not sure I how to make that work right now anyway.See attached for a working version of what I have, or code below...

ActionScript Code:
var myNum:int = 2;
var myDirection:String = "Up";

[code]....

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Professional :: Why Does Roll Over Counter Have A Time Limit Between Events

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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.

[Code]...

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