i have a slideshow with a delay of for example 3 seconds, and a preloader which is a line with a 100px final length.i start preloading next image.now if the time until next image loads is longer than slideshow delay, i will show next image as soon as it loads.if the time until next image loads is shorter that than slideshow delay, i want to wait additional time until delay and then show the image.the problem is how do i represent smooth line width grow (being enter frame or tween) by calculating/comparing 2 values together (delay and loader percent, which goes from 0 - 100) ?if my line growth represent just a slideshow delay, then when it gets to an end, if next image still hasnt loaded, then it wont look good if line has come to an end, but i still have to wait.
is the following "getTimer" script correct to delay a dedicated frame in the animation by 5 seconds? is there any additional criteria to add in order to make it more solid?
Is there any way to change the delay time. i used a variable to set the delay time but it wont works for me. The delay time is Working as the previous value.Here is my code.
ActionScript Code: var delay:Number = 1000 timfun()
I just joined this Adobe Forums, and I am new to action script 3.0, I am working on a couple of lessons and I would like to be able to shorten the number of frames they take up on the timeline by setting the time the transition takes in seconds in my action script, and limiting each to a single frame so that my timeline can be organized and easy to work with.SO I set the seconds to 10 seconds, and kept each on a single key frame BUT THE PROBLEM is that the transition only plays as a single frame and cuts off and then moves to the next frame and so on
Im working on a small drag and drop project and for the life of me I cant seem to work out how to get my movie to delay before it goes to the next frame.
Basically when a clip is dropped onto the target I need a short delay of about 5 seconds before going to frame 2.
I know that I need to set a variable but cant work out how to utilise it [code]...
I have created a slider bar using AS2, when I say slider bar I mean similar to what you would find on a mixing desk in a music studio, i.e. you 'slide' the button up and down, changing the value associated with it. My slider bar changes a value that is written on the screen, i.e. it goes from 0 to 100 as you slide the button up. Now I want to change this so that when you slide the button the value starts to slowly change, and eventually reaches the value you've pushed the button to but after you've finished moving the button. Not sure that makes sense! To put it another way: if it takes you half a second to move the slide button from the bottom to the top, it will take 10 seconds for the value associated with it to reach 100.
Below are the relevant bits of code: This starts the slider action when the button is pressed: Code: function onPress() { this.startDrag(false, sliderMin, 515, sliderMax, 515); }
This determines the displayed value from the slider bar position. Obviously right now the value changes instantly when you move the slider button Code: function onMouseMove() { _root.powerGraph.totalPower = Math.round((_root.startMenu.coal1Slider._x - sliderMin) / (sliderMax - sliderMin) * 100); }
This is used to display the value: Code: function onEnterFrame() { this.createTextField("outputPower", _root.startMenu.getNextHighestDepth(), 130, -20, 190, 101); .....
This stops the button movement: Code: function onRelease() { this.stopDrag(); }
i have a very simple animation in flash CS4. My image travels from point X to point Y over 90 frames.I would like the image to stop at frame 45 for a few seconds, before continuing.
I'll try express this as easily as I can: I have an input text box (call the instance whatever you want). What it does is when you type a word, it makes another movie clip (let's say the instance is MORPH) go to a certain frame. The code is simple, but I'll give it to you to give you a better idea:
[Code].....
check is just a light that turns green if the word is complete, so ignore that. Whenever the MORPH object goes to, say "Earth", it plays an animation and afterwards, it hit's a gotoAndStop(1); code, stopping it at the first frame. What the problem is, say, you type earth, it goes to the EARTH animation, but before the animation finishes and goes back, you type EARTH again and it skips straight to the start of the animation. It looks very rough and bad.
What I want is, say I type Earth and the animation plays, and before it finishes the animation, and I type EARTH again, it waits until morph get's back to frame 1. So yeah, to delay a function until a certain frame is reached. Oh, and another thing. Is there a way to make a button click with AS2? Pretty much when it makes contact with another object, it... clicks (whatever it does to reach the DOWN frame and stay there until the other object moves off).
I have a movie which calls a external js on the last frame which closes the parent iframe in which the swf sits. However i want the user to stop at the last frame foe some seconds before if calls for the js to close the iframe.
In last frame of my movie I have some code like this on: gotoAndPlay(125); Now I want to pause my movie in last frame for 10 seconds and then execute above code . How can I do it with AS 2.0?
I have 40 frames on a timeline, each frame has an tweening script below: import fl.transitions.*; import fl.transitions.easing.*; TransitionManager.start(week_2,{type:Fade, direction:Transition.IN, duration: 12, easing:Strong.easeOut}) And on the main timeline for the functions and buttons play/pause/next/previous is working good except, I want to delay every frame for like 10 seconds.
I have several small movie clips saved in the library of myCS4 Flash.fla file, I want to make them available to dynamically add to the display list as children, based on the button clicks of the viewer. I can get it all to work fine via Symbol Properties > Linkage > Export for Actionscript. When the movie clips are set to "export for actionscript" from the Library, playback seems to hang on frame 1 until all of these exported assets have downloaded.
The big problem is that I have an ultra-simple but totally custom preloader/progress animation coded in a loop in the second and third frames, which kicks out to frame 4 and continues playback as soon as the download is complete. Because of this, the preloader has essentially become useless - because all that can be seen is several seconds of empty stage, until the vast majority of the bulky assets have downloaded. Then the preloader flashes onstage for just an instant, and disappears because the content is already up.
So, my questions are: A) Is there a SIMPLE alternate method to load these library assets in such a way that it doesn't cause this major lag on frame 1? B) Failing that, I suspect I may have to retool my preloader to run as an ENTER_FRAME event in frame 1. Is this worth the effort (can this potentially resolve the lag issue and allow for a meaningful preload progress animation, despite the lag from the asset export?)
I have a component where I expose the property 'questions' with the following code:
private var _questions:ArrayCollection; private var questionsChanged:Boolean; [Bindable("questionsChanged")]
[Code]....
In this component, I use commitProperties() to implement my logic.
I use Cairngorm and the 'questions' is in the model and hence it's defined as a source for data binding.
When the 'questions' ArrayCollection's size changes elsewhere in the application, it is not invoking the setter method in the component that is destination for the data binding.
What i want to do, is, make it wait before it the timeline goes to the certain frame#, so the image_loader1 loads its image1. I'm making it wait, not because it takes time loading (which it would not, since image1 is already on the stage, loaded up in image_loader2) but the image still takes time to show on the image_loader1 (half a second).So, I want my_btn to be functioned like this that it performs its first action which is
'image_loader1.loadMovie("imagepath");' and then 'gotoAndPlay(frame#);'..
I want to do a small delay for just a couple of frame between each duplicating in the script below. how to do this? Is there any easier way than using setinterval? I have tried using setinterval but I don't understand how to do it.show me another way to create timing with actionscript...
function makeItems() { button._visible = 0; for (var i = 0; i<item.length; i++) {[code]....
Let's say I have array foo and a positive integer y, where foo.length > y.I want to remove elements from foo so that foo.length becomes y (or very close to it).Also, I need to preserve the first and last element of foo. The indices of the removed elements must be spaced apart as equally as possible. Foo can be sliced, or it can be used to create a new array.
Example: if foo = [a,b,c,d,e,f,g,1,2,3,4,5] and y = 6, then trimmedfoo could be [a,c,e,g,2,4,5] or maybe [a,c,e,2,4,5], but not [a,c,e,g,2,4] because the last element of foo is missing.
Is there any way to determine if a (anonymous) function has defined the ...(rest) parameter in ActionScript 3? I know there's the function.length property, but it only counts the explicitly defined arguments.
I can only run a timer.start(); command once, the second time it will only run once instead of the value of 10 repeat.
Code: var addTenPointsTimer:Timer=new Timer(500, 10); var currentScore = 0; score.text = "0";
[code]........
I want to be able to have the score add the ten points one at a time rather than all at once. It works fine the first time ten points are added, but the second, third, fourth, etc time it only adds one point then stops. How can I get the timer to work more than once?
I am attempting to use a TimerEvent in a while loop. In the example I have created below, the init function should loop through the values myArray, tracing each value at three second intervals. It seems, however, that because I am incrementing the currentNum value outside of the while loop (in the timerHandler function), that the loop just keeps running until Flash stops responding.[code]
I'm using multiple timers in a script, but I would like to use the same function with a Switch to define the appropriate action corresponding to the event.target. I've tried e.target.name but it says that name isn't a property of the Timer class... how can I retrieve the names (timer or timer2) within the onTimer function?
Code: var timer:Timer = new Timer(3000); var timer2:Timer = new Timer(3500); timer.addEventListener(TimerEvent.TIMER, onTimer);
I am making a quiz/game, and it works like this, two teams that have to take over the united states, by answering history questions, so right now I have it were when you click on a state, it takes you to a question (on a different frame in the main timeline), then I have a problem, if you get the question right it takes you to the "board" of the United States (that works), but when you are back the color of the state should change its color to red (on frame of the clip) if south got it and blue (another frame of the clip) if north got itBut instead i changes back to grey (default color, all start grey to begin with). I don't and can't seem to figure this out
I've been following the book "Beggining Flash Programing for Dummies" and I have come up to a part where I create a very simple game. The script involved in the frames are FRAME here: