ActionScript 2.0 :: "wait A Few Seconds" In Flash?
Aug 29, 2007Is there an easy way to say to flash that it should wait a few seconds before going to the next frame?
View 2 RepliesIs there an easy way to say to flash that it should wait a few seconds before going to the next frame?
View 2 RepliesI made and if else code, that loads a movie, but want to set a time interval on the middle
here is the code
loadMovie("e-movies/microsoft.swf", "_root.juan");
_root.juan.stop();
dale = _root.juan.play();
[code]....
i commented (///) the action in the else case. How can i make flash wait 10 seconds before it repetas the script?
How can I tell Flash to wait 5 seconds before loading my movie without using frames in timeline?[code]...
View 5 RepliesIs there any way to implement waiting for, say, 3 seconds in ActionScript, but to stay within same function? I have looked setInterval, setTimeOut and similar functions, but what I really need is this:
[Code]...
In case you wonder why I need this - it is a legal requirement, and no, I can't change it.
I'm New to flash and I can't seem to figure this out, I just want to make something visible for 5 seconds then make it invisible again.
[Code]...
i want to have some action script code like:
//some code here
//wait so many seconds(or milliseconds)
//then do so more code here
[code].....
Is it possible in AS3, to have 0 alpha for some seconds, then have the buttons fade in... and I say buttons, as I have two of them. But wanted to finish it all of with a nice fade-in effect on my buttons. I've found some nice fade out effects with tweening in AS3, but I need fade in - and would like for me to decide when they should do this. So far I'm pretty satisfied with my first flash file, but I do like perfection!
View 2 Repliesso i have some code that draws out a simple soundSpectrum -- Now my main timeline is only 5 frames long -- so 99% of my code is in that 5th frame.
[Code]...
I just want to stop my timeline for 5 seconds after an animation completes.I try with SetInterval, but i do mistake somewhere
View 1 RepliesI want my code to wait for a couple of seconds before executing. So is there any function similar to sleep in flex?
View 3 RepliesI know the setInterval function makes something happen every x second(s) however, how do i make it wait for x second(s) then do something once?
View 7 Repliesis it possible to insert a delay before a function is executed.Here is a simple sample code where it could be used:
Code:
myButton.onRelease = function () {
//// INSERT A 3 seconds DELAY BEFORE THE gotoAndPlay is executed
[code].....
I'm rather new to AS3 and have been tasked with a project, the project requires reading in values from an XML file created by PHP, this works fine if the XML file is available, and is just being updated by PHP, however, when flash calls the PHP page that creates the XML file for the first time, it doesn't give PHP enough time to make the XML file.
View 14 RepliesHow can I make this button wait 10 seconds before it does the getUrl?
Code:
process.onRelease = function(){
getURL("/our-process/brand-building","_self");
[code].....
I have the following actionscript which is working fine, but I would like to wait for some seconds each image once has reached the alpha in 100, if you see the example in the headerwhat it does is that the image fades in and when it gets to 100 starts fading out, and I want that when it gets the alpha in 100, keep it for let's say 5 seconds and then fade it out.
square._alpha = 0; whichPic = 0;
_root.onEnterFrame = function() { if (whichPic<4 && !fadeIn && !fadeOut) { fadeOut = true; whichPic++; } else if (whichPic>=4) { whichPic = 1; } if (square._alpha>10 && fadeOut) {
[code].....
How can I make this button wait 10 seconds before it does the getUrl?[code]...
View 6 RepliesI need a bit of as that "on enterFrame..." the timelime will wait for a few seconds bfore moving to the next frame.
View 3 RepliesI'm programming some tweens with actionscript and I want the flashplayer to wait 0.5 seconds between each action. I've used set interval before, but that was when I only wanted the playhead to stop, wait so many seconds. In this instance I need it to go like this:
[Code]....
e.t.c and there are 20 mc's that I need to tween. Obviously don't want to have mountains of nested code, If you could set out the syntax in your replies that would be great as otherwise I probably won't understand!
i have a button on the stage...when clicked i want it to wait 2 seconds, then gotoandplay a porton of another movieclip
View 4 RepliesI need a bit of as that "on enterFrame..." the timelime will wait for a few seconds before moving to the next frame.
View 3 RepliesWhen i use time varaible and then minus the time. Ive noticed that flash does not count down in seconds, but the speed of light. My maths are not very strong so how can i get flash to count in seconds
var time =60;
sprite.onEnterframe = function(){
time -=1; ( this counts faster than seconds)
}
I'm getting a data which contains a certain number.
I need to find how many hours, minutes and seconds it stands for.
for example:
I'm getting the number 248 which means:
00 hours : 04 minutes : 08 seconds
I'm trying to figure out how I can make the sound file that I load into Flash start at x seconds and end at x+30 seconds.So basically, I just want a 30 second sample to play starting at a specific time position. Does anyone have any advice on how to do this or have links to somewhere I can read up on it?
View 4 RepliesI'm working with the youtube API and I'm getting the current time on the video as seconds.What I want to do is to convert them into this: MM:SS.I've tried to google and try different things by myself but nothing seemed to work and be efficient.
View 4 RepliesI am currently using the following code to display the secconds of a FLV being played:
ActionScript Code:time_txt.text = Math.round(_root.video_mc.videoZ.playheadTime*100)/100;I need to change this to display MM:SS (minutes:seconds) rather than just seconds and decimals.The javascript people here at work suggested something like this:
ActionScript Code:
function strPad(str, places, pad, side) {
while (length(str) < places) {
[code].....
i have a flash app that comunicates to an external payment gateway, what i am having a problem with is making flash wait indenfinatley for a response from my confirmation page that the payment gateway communicates to when the order is complete. below is the loader i have to test if there are any messages, unfortunatley this only runs once, im not sure how to have if permanently check for responses.
loader.onLoad = function(success:Boolean)
{
if(success)
{
[code]...
I am wasting a lot of time trying to understand why I am instantiating an object that doesn't want to be instantiated![code]What's happening?! It looks like I need to wait an event to proceed with initRingTimer, but am I using the wrong event? Do I really need an event?
View 1 Repliesfor some reason my first attempt to post this didn't work so i will try again, and do it better this time... I would like to have a flash intro that then turns into the header/banner (size wise) with my (html) site loading below it. I'm not sure if this is possible or how to go about it, the idea is that it looks very fluid and slick.
View 4 Repliesi need to make a loader on flash or a simple label who say "wait, the model is loading". This is the part of my script were i load the model, but how to control the loading process.
Code:
private function _onInit(e:Event):void {
_earth = new DAE();
_earth.load('model/hfarm.DAE');
[code]....
I have a slideshow that loads image files with the BulkLoader class from here. When the first image is loaded completely, it gets added to a MovieClip container to add it to the stage.. and it gets displayed fullscreen, but only if a button is clicked:
fullScreenButton.addEventListener(MouseEvent.CLICK, showFull);
function showFull(e:MouseEvent):void {
stage.addChild(mcSlideHolder);
[Code]....
This works fine unless the fullScreenButton is clicked before the image is loaded completely, then of course nothing is visible. How do I get button click event that calls showFull() to wait until the image is loaded/added to the container or how can I add it again? What is a possible/the best approach?
I tried dispatching a custom event "firstImgAdd" that adds the image again to the container when the fullScreenButton is clicked, as well as with a try/catch block or even a simple if condition but none of them worked, meaning the image does not get added to the container after it has finished loading when the button is clicked too early.