i have this code in timeline to disable a cue point but it seems that its not working..
flvPlayer.setFLVCuePointEnabled(false, "Cue1");im going to have this disable cue point code in a button function..its possible to only have one cue point and when i click a button for example the time for the cue point changes?This is the rest of my code:
flvPlayer.source = "movies/contouring_1.flv" flvPlayer.stop();
flvPlayer.addEventListener(MetadataEvent.CUE_POINT, cuePointListener);flvPlayer.addEventListener(Event.COMPLETE, completeListener);
function cuePointListener(event:MetadataEvent):void { trace("Reached cue point named " + event.info.name + " Time: " + event.info.time + " Seconds"); flvPlayer.stop()}
It's been a long time since I've done any work with actionscript, and alas I've forgotten nearly everything. I've tried to look for a tutorial that would explain basic animation with actionscript, but the one that I found on Kirupa was no longer there.
Basically I'd like to do this:On the stage I have a movieclip and I'd like the movieclip to move along the x-axis to a certain point and then back to the starting point again. The moving speed of the movieclip should also be adjustable.
I'm creating a game in flash for a university project, and learning actionscript and programming as I go. I'm very much still at a beginner level - at the moment al I have is some actionscript for drawing rectangles and moving them about the screen. This is what I'm having trouble with at the moment: I have a class called 'Creature', and I want instances of it to interact with each other. I want them to do something when they come within a certain distance of another instance. And I want them to be able to pick a random other instance to get the location of, in order to do something with that information.
What I think I need is: A function for telling the distance between two (x,y) points. A way of referencing the nearest other instance of the class. And a way of randomly selecting from all of the instances of the class.
How to convert 3d point to 2d point? I've found next formula in Internet(camera is situated in origin)
[Code]....
But these formulae give me strange result when z are less than zero(z<0) I need build line from A(100,100,100) to B (100,100;-100) As you can see these equations give really strange result when I try to convert B point in 2D dimension
I have a point which is setted at the border on a component, with changed transform point to the center of a component in order to match the component rotation.
the important part is when i try to get the point XY after rotation - they remains the same as before rotation.
how to get XY, after rotation ( changeing point.rotation property to specific degrees of rotaion )
I am using AS2 with Flash 8 Professional So, my problem is that I currently have a man in the middle of the screen, who shoots a line towards the mouse when I click. However, when I use hitTest to see if the line collides with another object, Flash recognizes the line as a large box if it is diagonal, so the hitTest isn't very accurate. The line only satys there for one frame, so I can't have the usual moving-bullet-style. I am either looking for a way to create an imaginary line with AS from the starting point to the mouse and beyond, and tell whether or not this line intersects with an object... or some other way that I haven't thought of to fix my problem. Keep in mind that the line rotates from a center point towards anywhere around it for 360 degrees.
my preloader bar isn't growing smoothly. it appears to jump from point to point -- and i want to make it smooth. you can see the example here at: [URL] would anyone mind taking a quick look at the file i've attached,
Hi I am trying to create an image scroller that just scrolls images from point a to point b on load horizontally in an infinite loop. I just used a code snippet to move it horizontally but don't how to get it to stop and at point b and loop again from a.
Lets say I have two objects, and I want to use action script to draw a line connecting them, which will update automatically as they are moved/ dragged.Can anyone show me how to do that, and also how to control line's parameters like colour, weight etc?
I am trying to develop a Quadratic Bezier Curve using the graphics.curveTo() method. Initially when i drag mouse to draw the shape, i use start point and end point of mouse to draw the curve line. I assume control point at any position below or up to the line. An draw the curve using this control point. some what like:-
[Code]...
Now i add a tip on this curve segment. I have x and y position of tip. I want to change the curve segment by dragging tip. but now i don't have the exact control point according to tip position. If i use tip coordinate as control point it reduce the height of curve and now tip does not lie on the curve segment. What i have to do is calculate the exact control point on the basis of tip coordinate. But i failed to get this point.
how to use these in order to make an object move from point A to point B in an arc.Think of that classic game where you have to input the angle and power and try to hit your opponent.
I'm trying to figure out how to find a point relative to the center of an object, modified by its rotation. For example, in the attached swf, I've been messing around trying to draw trails to a bitmap, coming out of the thrusters. I didn't have a problem at first, but as the ship rotated, the lines that were being drawn wouldn't remain relative.
http:[url]....
I'm sure this is because I have no idea what I'm doing, and I've just been sort of idioting my way through it. That aside, is there an easy way to find the point I'm looking for? For instance, say I want a point at Y -14 of my ship, but I want that to remain relative to the ship as it rotates.
From the Robert Penner code given in this tutorial: [URL] i was wondering why controlx and controly has to be so complicated. I've tried changing it to just _root._xmouse but it messes up. I don't get this, shouldn't the curve point be the same point as the mouse?
i have this code i found that smoothly moves a box left or right on the screen based on using the left or right arrow keys. i want to use this smooth code but adjust it so on enterframe, the box would move from point a (say 0,120) to point b (0,240) and stop there.no keys used, just working based on entering the frame.how to modify the code below?
Basically what I like to ask is how to move a object from one point to another point based on the point tat you have clicked on a graph. For example, If I click on this coordinate (2,3) on graph, the object (movie clip) will move to that point.
how to get items from an array between 2 points. ie ActionScript Code:array:Array = [mc,mc1,mc2,mc3,mc4,mc5,mc6,mc7,mc8,mc9,mc10] how would i say items 3-7 with out deleteing them or removing them from the array. just to expalin what im doing. i have created a grid and pushed then into a array. i have created a add function which add a movie clip to a certain point in the array specified by the user. but im trying to create a populate cell-cell so user can populate more the 1 at a time. here is the code im useing to add 1 tile to the grid
if i move the cursor to a point A, it automatically moves by itself to a point B. then if i move the cursor from B to a point C, it bounces away to a point D. i stumbled upon this site while googling around. i'm not a techie, but yeah, i can handle word processors.
When I right-click a symbol the options "set transformation point" and "reset transformation point" come up. They don't seem to do anything for me. I thought it would center them or something. This is not the case. I have the white transformation point in one corner in one keyframe and a different corner in another keyframe I click "reset transformation point" on both frames and they don't move.
Does anybody know how to disable TLF in CS5, specifically, on import of an AI file?
When I import an .ai file into Flash, I want the text to come in as classic text becasue the TLF is to memory intensive and makes my application unusable (the application is very font heavy).
Right now, my workaround is to produce the assets of the file in CS4 and then open it with and convert to CS5. This is fine for the initial build, but is a pain when I need to make updates to the file.
Is there a way to use ActionScript to disable all buttons in a movie at the start of the movie (or at any given time in the movie), and then re-enable them at a certain time? I'm using Flash MX (only version I have access to), and I know how to get to the ActionScript panel and use it for basic things like stopping/playing a movie or jumping to a certain frame, but I haven't figured out much about ActionScript beyond that.
(btw, what version of ActionScript does Flash MX have?
using an FLV, with SeekBar component...works fantastic, but the scrubber clashes with my cuepoints when dragging along the timeline. So i want the scrubber to be inactive. Tried everything but can't get it to disable.disable this, I've looked everywhere, seems a few people have asked here but with no solid response
On the root, I have a movieclip (input). Within it is 1 frame of codes (well, 2 layers, each with 1 frame of code...).
Alongside on the root, I have another movieclip (banana), which has a stack of animation within... the first frame within is labelled "main".
What I wanted was that if banana's current frame was main, then input is untouched (enabled). If banana's current frame WASN'T main, then input is disabled ENTIRELY (everything within is disabled as well, especially the frames of code).
What I have tried was applying this code on a frame on the root timeline:
I've made an AIR Application. It definitely has a .swf file. Running the .swf file alone works till a point where user tries to press keys like A, S, D, etc from the keyboard which will not be detected as the .swf if running using a flash player. So inorder to avoid such problem I'd not allow the users to run the .swf file natively. Only if the .exe is clicked it must run. So is there any functions that implement this??