I want to perform an action if a function is being used. If that function is being used then I will use another function, something like: if(a.add){ a.mult; } That's what I want to do, but I don't know how to. The other thing is that when I use if , else if, with a text input as a parameter, I can't view the action of the if statement in a dynamic text field, even though I did write m.text=b, where b=a.suma.
I have a screen with 6 buttons. Only 2 are to be clicked in order to do something else. How can I do an event after having to click the 2 proper buttons?
I have a numeric stepper which allows the user to choose as many balls as they want, then they shud press the button and all of those balls should fall down. How can I do this???
How can I get an action to follow another action when a button is clicked? When a button is clicked, I want the timeline to go to a certain frame and play and when it's done playing, to go to another frame and play. I basically want two actions in one function.
I am trying to perform an action with Ctrl+Click So, when a textfield is clicked, I would like to check to see if the user has the Ctrl key pressed as well, if it isn't pressed ignore the click action otherwise do the action...
I have a movieclip with about 50 other movieclips inside it and I want to set all their visibility to false (I can't do this to the parent because I will need to eventually just show one of the movieclips at a time). Is there any type of method I can use to apply, something like mymc.allchildmcs.visibility = false or mymc.mychildmc[i].visibility = false;
im trying to make a game that requires you to have the spacebar and the right arrow key pressed to make the character move. However i just cant seem to link the 2 key presses together. when the keys are pressed individually it works and when theyre pressed together it works but i want the character to be inactive until both are down at the same time :/
i've tried everything that i can think of (which is kinda limited) i thought id cracked it with a 'while' statement but when i tested it flash would throw a fit and close heres the code that flash doesnt like, it looks (to me) like it should work but it clearly doesnt :P
I am trying to run a function upon a button being clicked. I want that function to call a seperate function outside of the Click function. It tells me it needs an argument but not sure what argument to give.
I have a function set up to stop a timer internal function pauseTiming():void { timer.stop(); } how would I call that function when a button is pressed, say with an instance name PauseTimer? I would also need to call the function startTiming when the button is pressed a second time. (or create two buttons, start and stop).
I'm writing an app where I want to know which, of an unspecified set of buttons, the user is clicking.The actual location of buttons determined by previous user actions, so I cant use information like mouseX.You can see from the code the way I'm attacking this - trying to access the button based on its position in the display list of a container. Unfortunately this has always led to type coercion errors 0 - AS can't see that e.target is a DisplayObject.se has solved this problem.
I have these function which are called when the file is started. However how can I call it when I click a button: function processXML(e:Event):void { myXML = XML(e.target.data); // after this executes you can call getXmlValues(); getXmlValues(nodeId,n,stopAtNumber); } function getXmlValues(nodeId,n,stopAtNumber):void { [Code] .....
I have template that i try to edit when you click image thumbnail it opens window with larger version, on thumb script look likeon(release){ _root.page = 0;_root.play();}I trying to find that window that opens up because i need it resized, if i resize images nothing happens that frame that pops up when you click thumbnail is still same size. So i want to trace what happens when it executes _root.picn variable, maybe somewhere in code it will tell me what layer on time it refers to so i could edit
I'm not sure how to describe what I'm seeking, but basically I have a movie loaded in a clip and when the user clicks a button, I want the loaded movie to perform some kind of action (fade out or whatever) while the new movie is loaded.
I have a chat program built using flash for the front end tied to a J2EE back end. My program creates socket connections which must be closed appropriately when a user signs off.
When a user decides to sign off they can click the sign off button and everything is peachy. However, a less responsible user may choose to sign off by simply killing the browser window. Is there any way to implicitly call an actionscript routine on this event?
How would I do this in AS3? I want to call a function and run it with specific properties depending on which button is clicked.So how do the "_this" statement work in as3? in as2 I would write something like this and "this" would stand for the instance name:
I have a function that load an image from web, and change the image size inside an iterative loop. There is a loder and a listener on the loader for the loading to be complete :
for (var i:uint=0; i<=10; i++) { my_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler); function onCompleteHandler(evt:Event) { .// change the size of the image//} // other instructions...
} I want the program execute " other instructions" but only after the image is fully loaded and The size changed
I have a function that counts days and some other variables and displays the values via dynamic text.
[Code]...
I have to place the incrementCount(): function every 12 frames so that it increments the values. Seems like it would be easier to simply modify the script to count "every 12 frames" but I can't find anything that tells me how to "count frames" in flash. Seems to be this is probably basic but I've searched unsuccessfully....so how do you do this. How do I get my script to work so it's frame based so I don't have to put incrementCount() every 12 frames?
The file consists of 3 buttons and 3 input fields. Clicking either of the first 2 buttons will place a specific number in one of the 2 corresponding input fields. The third button adds the previous 2 values and displays the result in the 3rd input field. The fields themselves are uneditable and only for displaying the numbers. My question is what is the correct listener/function to have the "total" function perform automatically when either of the first 2 text fields change in value.[code]
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) { this._parent.gotoAndPlay("98"); }
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) { this._parent.gotoAndPlay("98"); STOP ON FRAME 108 INTEGRATED HERE }