I'm trying to make it so that an object will hit another object, go to the back of the screen, wait for 5 seconds, and then continue forward. I know how to do this all, save for the pausing. I have not been able to figure this out using the Adobe documentation, so it's probably not as simple as a pause(5) command like in other languages.
I've tried to create the code to do the following,.. after you press the button the movie will slide to a certain point ( 100,100 ) and then the movie will start its motion again ( nMC.startMotion() ) the problem is it doesn't have time to move to the position before the movieclip startmotion code kicks in. So basically i need some kind of delay in the code! Is this possible? [code]...
How would I pause the execution of code? In Python it would beCode:pause(number of seconds)but I have no idea how to do this in AS3. I don't want to pause the frame, only the execution of the code.
I'd like a pause in my code, before it goes on to perform the next action.I'm trying not to use the timeline as little as I can, so in this case a timeline pause would be useless..[code]
I was wondering if there was anyway to pause as2 at a specific part of the code. For instance I want to pause for 2 seconds before I enable a button. Most of my code is all held on one frame of the main timeline so pausing the timeline using setInterval is not an option.
So i guess what I am really trying to do is pause a function. Is that possible?
designer by trade & having difficulty getting my head around scripting. For most of what I'm doing, I'm managing to get by modifying snippetts that I've found online. However, one spot where I'm now stuck is making a pause button work for streaming mp3 files. I should qualify that adding the pause button was an after thought that I now realise is essential to the project working properly. The mp3 needs to start playing as soon as it starts downloading which is working fine. The mp3 needs to stop when the user goes to the next or the previous page, which is also working fine. But when the pause button is clicked first time, nothing happens. When it's clicked a second time, another instance of the mp3 starts playing. The pause and stop buttons work on this second instance, but not the first. I'm sure there's something really straight forward that I'm missing here, but I need a hand to find it. Following is the script as it now stands.
I'm using this piece of code from a panning source file uploaded to this site while back. I've tried to change the code so that after you press the button the movie will slide to a certain point ( 100,100 ) and then the movie will start its motion again ( nMC.startMotion() ) the problem is it doesn't have time to move to the position before the movieclip startmotion code kicks in.
img.b3.onRelease = function() { nMC.slideToPoint(100,100); I need a delay here; nMC.startMotion() }
I'm designing a platformer game, in which the code is all held within the character MC. I want to pause the game using something like 'delete this.onEnterFrame' as a start point to terminate code. The code layout within the character is like so:
onClipEvent (enterFrame) { ... this.onEnterFrame = function(){ //within clip event ... if(btnon == 1){ // when button pressed(on stage)) global value of 1 is true delete this.onEnterFrame; }...}}
Due to the fact its within a clip event structure, it doesn't pause it, instead it slows everything down. Would I have to construct all my code in a frame layer or can I still use an MC to terminate this?
I made this music video, and now I'm trying to give is some UI controls. I have a play and replay button at the start and the end. But I want to have a pause/play button available to users all the time. I know how to do that for one object at a time, but I have around 80 layers. How do I make it so it will pause the whole video (including the music) without a billion lines of code?
Visual Studio had a command "showDialog()" which allowed you to show your form as a dialog box on the screen. The advantage to this was that the code calling the dialog box would pause, stopping execution entirely until the dialog box closed. The benefit was you could write your code as follows (made "actionscriptey"):
Code: var result:DialogResult = form1.showDialog(); if (result == DialogResult.OK)
I am trying to create a pause button that will pause everything on the screen including movieclips/audio. Right now I can't figure out how to pause the movieclips.
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:
[Code]...
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.
I am using Macromedia Flash Pro 8. I have a flash intro that has words (phrases) which slide in. I would like to add a 7 second pause between each phrase to give people time to read them (no buttons). Could someone tell me the script(s) to use with all functions, etc. included - as I am so new to all this. I have been looking for weeks & tried many codes but none seem to work - or I don't know exactly where to place them - or both
I have a timeline of 30 frames, each it's own mc (page01_mc, etc.). In each mc I show a picture or two and hear narration.I have a first, prev and next nav on the main timeline. I need to add a play/pause btn that will pause both pictures and sound. I assume I do that in each mc, but do not know where to find the code.Here is what is in each mc now:
var mySound:Sound = new Sound(); mySound.load(new URLRequest("english/Intro01.mp3")); mySound.play()
As stupid as my question might sound, i have spent the last 2 weeks reading oop books; but could use some guidance. I have a flash project that is basically a supped up slide show. On the stage i have the following: main_mc (instance name = images_mc) = movieclip which holds "pictures" ui1 (instance name = ui1_mc) = user interface that allows user to draw on picture (when drawing is enabled) ui2 (instance name = ui2_mc) = activates invisible hit areas (buttons) on select pics, when hit area is clicked, we jump to another pic in the main_mc.
I accomplished all of this on the timeline, but am updating the code to OOP. I am having A HELL OF A TIME trying to figure out how to store references to the instances (images_mc etc..), so i can control them from varying class files. I have found it is easy to control the instances from the documentclass, but not from unrelated class files. Example: images_mc.stop(); works in document class; but ovieclip(Parent).images_mc.stop() doesn't seem to work from any class file.(ui2 class file for example);
Note the red code, I need to repeat this an unknown amount yet multiple times but with the number on the end of enemy incremented by 1 each time. It starts with 0 as you can see the code just above the red. I heard about for loops using 'i' but im unsure about how to use it.
edit: ah, this forum isnt letting me highlight red. Everything in this editor is also failing. well, when I say code in red i mean this code:
I'm looking for a way to have my main timeline code interact with code inside of a symbol.I'm tying to get my timeline inside the symbol to gotoAndPlay(10) when something happens in my main timeline code.
I'm looking for a workaround to the "AdSense does not let you choose only images but no flash" issue. I'm rather a newbie to JS, but is there any way for one script to prevent other scripts embedded in a site from detecting the presence of the flash plugin? Even if it doesn't work with AdSense, it would be nice to know if there's a hack to do this that might work in other settings.By the way, I suppose I wouldn't care if it failed to work on IE or obsolete browser versions.
I have attached a simple test fla.I am trying to centralize my code in all my movies using dot notation instead of spreading my code all over the place. It never works, I must be doing something wrong.The test .fla has a movieclip with a timeline animation. I used the linkage identifier to name it 'reload' AND named the instance 'reload'.
Got to the point where the hole in my AS3 knowledge is getting large!Realising I have confusion about the relationship of:Body of code on first frame of AS3 file.(Which I have so far used to create instances of library objects using addchild and make calls to class code).Is this code called the document code? What do people call it?Numerous classes linked together by extending each other etc.Library objects (usually graphical objects)Should it be done differently? have the following problems due to lack of understanding:Addchild complicated from a class but straight forward in main body code.Cant call functions on the main body code from classes, because class code does not know the main body code exists?
I have 2 tables,a main table with a field code as primary key, and other table detail, named p.e. DetailTable, with 3 fiels as primary key.What I want to do, it's a delete a row in MainTable, all the rows in DetailTable,where field code is the same as field code in MainTable should be deleted too.Here is the SQL to create the tables.
var sql2:String = "CREATE TABLE IF NOT EXISTS MainTable [code]....
when tables are created, insert data. I connect without problems, delete a row in MainTable (see the code), for example delete row with code=4, but in the DetailTable, all the rows with code=4 are NOT deleted Why?
[CODE]// Inside a class private var conn:SQLConnection; public function constructorClass(){conn = new SQLConnection();ConexionBD();}[code]...
I've literally been staring at this for 7 hours. I'm missing something.I have two movie clips on the stage. The instance name of the first is puzzleAK. The instance name of the second is pieceAK.The first is linked to a custom class called GeoPuzzle. The second is linked to a custom class called GeoPiece.The code compiles but throws an error (as explained).The code in the main timeline:
Is there a way to make code on the timeline and code in a separate AS file communicate with each other?I have two buttons, a yes button and a no button.I have a confirm box which is a movie clip. In the movie clip I have the two buttons on it and code so that every time one of the buttons is clicked it runs a function.I have the rest of my code for the movie (so the code to make the confirm box appear) on a separate AS file.Is there a way I can define the functions on the movie clip and run the functions with the separate AS file?
I had a 2 frame setup with some actionscript for each frame. Tried to move it all into one class file and a
1. frame .fla. ; Hiding and showing the resp. moviclips when i virtually move from frame 1 to frame
2. Now I get these ...Error #1069: Property edit_panel_mc not found on flash.display and there is no default value. errors or..
when i thought beeing clever adding the stage. prefix ReferenceError: Error #1069: Property edit_panel_mc not found on flash.display.Stage and there is no default value. The mc's are on the stage... i have a single .as classfile. Why cant I reference them? or how should i do it/ what should i do to change it from beeing .fla script to class script.
I'm working on an app for iOS where I want to load content dynamically from the library that contains text and graphics inside different MovieClip's.However, I have a problem, the code I have is for bitmap!How can I change it so it works for MovieClip instead?I want to use the MovieClip instead of bitmap?Also want to use the MovieClip class instead of Sprite class?[code]
I'm looking for some help converting as3 code to pixelbender code in an attempt to improve the performance of my application. This as3 code goes as follows. I scan through the Number values of a bytearray in chunks. Lets say this chunk lenght was 100 numbers I read 2 numbers (left and right) and try find the maximum values. The numbers in my bytearray are PCM data so there is millions of them and this code can often take a long time to execute, especially on a low spec machine.
The whole aim of this is to render a waveform as quickly as possible. I know very little about pixel bender. I can basically make a new file and create a shaderJob of it in flash but I'm really uncertain how to approach this...