ActionScript 2.0 :: Timer Script To Place On A Keyframe That Count 5 Seconds Then Goto Next Frame
Nov 16, 2005I need a timer script to place on a keyframe that count 5 seconds then goto next frame.
View 10 RepliesI need a timer script to place on a keyframe that count 5 seconds then goto next frame.
View 10 RepliesIm trying to make a timer, that waits 15 seconds, and then makes a movieclip goto a certain frame. Is this possible with Timer() and an if statement?
View 1 RepliesAny tutorials or source files for the timer. Just a simple timer that counts down by minutes and seconds for 10 minutes. The closest I got are a bunch of codes that I'm not really good at translating. Just a simple timer that will trigger the end quiz page when time is up.
View 3 RepliesI need to a keyframe to pause (for say 20 seconds) when the frame is entered (i.e. not a button press, etc). After the 20 seconds is up, i need the timeline to continue playing to the next keyframe. I've searched and searched for setinterval and the like, but i could not find a clear answer.
View 14 RepliesIn a game I'm creating, the only last part I have left is to create a timer. Or a countdown to be precise. But I get thrown an error when I go to the next frame when the timer is finished.
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There must be a way that works so that flash will "gotoAndStop(2);" after 3 minutes?
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ive done a little media player for my mates website.means i didnt understand the xml and loading audio that way i decided to try another way,which was to load external .swf which contained audio.so ive done this everything working.the problem is i tried to add a timer, so that when the 30 sec sample was done it would go to the next frame which loads a different track.i found a piece of timer code which is
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I want to create a dynamic text box. set a (start) and (stop) time. have the time change along with each frame. its a blank movie with 150 frames. this is in frame 1.
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I used the liquid Flash layout file from this site , but i got one problem.I placed the script in a layer called actionscript and on frame 1, under it there is a other layer called background. I placed in just a square with a gradient color and made it a movieclip. I also placed this on frame 1. Everything is working perfect from this point but when i want to place a keyframe on frame 10 in the background layer and make a motion tween so that the background fades in from 0 opacity to 100, it doesn't work.
View 13 RepliesIs it possible to make a count up timer (from a specific date, birthday for exemple) from the count down timer ?
I've tried to change a few things (I'm very bad in programming) but I can't get the date properly.
If not, do somebody know a count up timer (.fla) that I can use ?
I have some banners I am doing right now and have a pause timer question. I am fairly green at coding. In my first frame I have this:
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I want it to pause each time in the last frame for 8 seconds and loop only 3x. Is there a better way to write this? I know all my code should be in the first frame but I still suck.
Does anyone know how to make a certain score goto a different keyframe?
View 1 RepliesI've got 10 keyframes with a image on each one. When the user clicks the button i'd like it to go to a random keyframe.
View 2 Repliesi'm making a game and to score some extra performance im rendering every frame of every entity into an array of bitmapdata's the first time the frame is seen, and it works well, but its wasting alot of memory because we have alot of animations, and most of them are double framed at least, so more than half of the bitmaps could be ignored if there was a way to determine if a frame is a keyframe or not
View 3 RepliesI'm working on a simple first person game - converting it to a banner ad.I'd like the timeline to move to an end game frame after 5 shoots or after 20 seconds -how the script below controlling the game can be modigied to achieve this?
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var i;
// gunfire sounds
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When I place some codes in a keyframe, these codes are showing on all the following frames up till the next keyframe with codes. My question is, does Flash execute codes only in the keyframe or it execute whatever is in the frame regardless whether its a keyframe or not?
View 1 RepliesCreate a scripted movie with seven keyframes and seven thumbnails below main image, each thumbnail being a jumpto button.I've set the file up with each frame displaying a different image, but with all images in thumbnail size as buttons below the displayed image.I would like to have it move to the next keyframe after a 10 second time lapse and take the viewer to the next frame, which would display the new image.[code]However, when I click on one of the thumbnails to skip the 10 second wait and move directly to the specified frame it doesn't reset the 10 second count, which results in the timer getting all out of whack.This is the actionscript on each of my thumbnails at the bottom of the slide show..[code]Can somebody please help me by either helping me code the thumbnail buttons to reset the timer when entering the new keyframe or by editing my actionscript and have it advance a different way? I have tried everything... AS2 and AS3.... At the point of pulling my hair out. Ideally, I'd like to have the script on each new keyframe so I can set different time intervals for each keyframe.
View 1 RepliesBasically all I am trying to do, is place a simple text animation on a separate layer and animate it. Every time I insert the first keyframe on the first character of the text I am animating, it turns the whole document white. When I preview it like this, the white "layer" pulses at the set frame rate I have applied. I have played around with moving the layers and what not and I cant get this problem to go away.
View 1 RepliesIm trying to make a dynamic textfield count from 0 - $number (lets say 50) in 3 seconds. So that when I hit 3 seconds then I hit 50.So what im basically doing is calling a function with setInterval and im calling the function every 60 milisecond (3x1000 / 50).
The textfield is following a movieclip (percentagebar) which im tweening from one position to another in the same amount of time - 3 seconds.What im seeing is that the movieclip reaches its end position before the count on the textfield is done.Is this because the mc tween relies on the FPS and will therefore end quicker?And what can I do to make my textfield count end the same time as the tween?
ActionScript Code:
//Defining end number
var pComplete:Number = 50;
//Defining count var
var pCompleteTimer:Number = 0;
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how I could easily add more dates and dynamic text boxes on the stage without stressing the CPU too much. And I'd also like to know how I can convert everything to hours so it only shows everything in hours? Here is the code I have found and adjusted.
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I am making a game and i need help. I want to make a timer that counts up and when it goes to the game over screen it will show the values or the time that you stayed alive on the gameover screen.
View 7 RepliesThis is the code I have for a count down timer in days, hours, minutes, and seconds but I would just like a timer that counts up from 0 until what ever number I would like and I would like to be able to control the pace
var targetDate:Date = new Date(2012,3,5,13);
addEventListener(Event.ENTER_FRAME, loop);
function loop(e:Event):void
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Is it possible to manually set the timer count? Atm i've got a timer that ticks for 30 seconds displaying an image every 10 seconds and I want to make a button that goes directly to the second image when it's clicked.
View 7 Replieshow to make a count down timer ???
View 9 RepliesI want some Script for the Count Down timer of 15 minutes in the end of Timer i need to show another thing any regarding this thing
View 3 RepliesI am trying to get just a single pose from an armature layer without copying the whole layer. I just want the exact arrangement of symbols from a specific frame of the armature layer alone; in one keyframe; without the armature; into a normal layer. I tried a few things, like breaking apart and copying the individual keyframe (ctrl+click on the frame I want and "copy pose"). I thought about converting an armature layer into a frame-by-frame animation so I can just copy the one frame like I want, but it's apparently not an option. When I tried the break apart option it just breaks down the first frame of the armature layer into one big vector graphic. I've even tried highlighting every frame except the one I want to use and pressing Shift+F5. Nothing I've tried so far works.
This is annoying because if I don't find a solution, I will have to take each separate symbol used in this frame of the armature layer and individually align them all in the exact same position in the normal layer
I made a simple count up timer, it is working just fine but I would like to have the %-sign next to the numbers so it would look as a preorder. But as I add "%" sign to the function, the counting never stops (at 100% any more), and continues counting.
var count:Number = 1;var myTimer:Timer = new Timer(10);
myTimer.addEventListener(TimerEvent.TIMER, countdown);myTimer.start();
function countdown(event:TimerEvent):void{
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How do you make a count up timer in flash? I have the custom counter I made in photoshop and I can get it to count up, but not with the dynamic text field I've created in flash, what do I need to do.simpl code:
var startT:Number = 1;
var endT:Number =8000000;
var tf:TextField = this.createTextField('counter', this.getNextHighestDepth(), 10, 10,
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I have this code for my timer, it counts down alright. BUT it is very buggy it most commonly counts down by 2 when it is meant to count down by one I have even watched my brother play our game and it went fron 20 to 7
Code:
var cur_timer = 180;function timer()
{
if (cur_timer > 0)[code]....
I want to call a function once per frame between keyframe 1 and keyframe 60, but i don't want to have to create a keyframe on EVERY single frame in between with an action calling the function. is there a simple way like tweening, to make this function execute once on every frame without having to make 60 unique keyframes?
View 1 RepliesJust a quick question about the Timer class of Flex 4. I have a timer object with a set repeatCount. At the end of the set number of cycles, the TIMER_COMPLETE event is triggered and the timer.running changes to false. Now I can call the timer.start() function again. My question is that at this stage, does it also set the repeatCount property back to zero. Or does one have to explicitly call the timer.reset() function.
View 1 Replies