Function Not Reading 'if' And 'else' If Conditions Correctly
Jun 3, 2009
I've got a function which is constantly running to see if a set of movie clips (ball0_mc, ball1_mc etc.) have been placed in a target zone. Once the ballPlaced[#] value is true for a partiuclar moive clip, the movie clip starts acting in different ways depending on which other balls have been placed in a target zone (i.e. their ballPlaced[#] value is also true).
The 'if' and 'else if' conditional statements are contained within the playVideo() function which is constantly running through the ENTER_FRAME event. [code]...
Basically, when a small link is clicked, the big title is meant to swoop down and the new page title is meant to swoop up. This isn't working, other than when the page is first loaded. The actionscript I'm using (as2) is:[code]
I ve used next script: onClipEvent (load) { if((_root. mc1._visible=true) and (_root.mc2=true)) { _root.mc3._visible=true; }else{ _root.mc3._visible=false; }}
To achieve next: mc3 is visible only when mc1 and mc2 are visible else its hidden, but this dont work, with this script on load all clips are visible on stage mc1, mc2, mc3, inspite there is a script which is hiding mc1, and mc2...(they should appear on stage on mouse event and this was ok before a inserted script from beginning of post, now they are always visible). How should I write this to make mc3 visible only when mc1 and mc2 are both visible on stage.
I have a combo box in my application. I also have a variable called "Status". I want the combo box to be enabled only when the value of the Status variable is 5 or 6. Otherwise, I should not be able to change the value in the combo box. It should have the previous value only.. I had written a click event to disable the combo box. But even though the combo box is disabled, I get the drop down list of the combo box, and If I select some othe value in the drop down,it changes..Only after that it gets disabled.
Got a list of MCs being populated from an XML file. Basically a list of two different types of information. Some are type A, some are type B.
Want to have a couple buttons that filter based on type (so if I push the button for type A (called "typeAbtn" below), only those MCs appear and type B MCs go to _alpha = 0 or something).
Can't seem to come up with a function to do it. I can't figure out how to reference all my MCs from outside the first function correctly.
terrible attempt:
Code: function showMCs() { for (var j = 0; j<stuff.length; j++) { MC = timeline_mc["MC"+j];
I'm using load() to load a local txt file. The content in my txt file is as follows:
a1=message a2=text
The problem is that, instead of identifying that as 2 different variables, flash returns a1 as:
message a2=text
and, of course, a2 isn't even read b/c it's a 'part' of a1. How do I tell the load function to stop reading a1 at the end of the line, and to read a2 as well? I tried a semicolon ; and it still didn't work. Instead it returned:
The trace doesn't showup at all....by the way, this is in the first frame of the timeline, and i am trying to load a wordlist and then use the words in my program separately. Is it because flash loads the text file slowly? I am using flash 8, AS2.
meaning that when it calls itself again, that it will stop searching the next items on the same level from where it was called...how do i not let it stop searching and complete the tree..
When I run the following script, the variable userParty is lost between the scoreCalculate function and the bottom of the script, where it should set the value of the quizVariable.party for the URLloader to function correctly.
i can load xml, get what i want out of the nodes, attach mc's accordingly, etc. but i'm having trouble figuring out the best way to build a function for a button inside each dynamic mc that works correctly.I can build the function (which should load the corresponding variable's value for the array's position) but when the button is clicked it actually loads the variable associated with one array index position up.so if i'm clicking on the button that's supposed to load [0], I get the value for [1]'s variable. make sense?ode:
I am having trouble to get the SendAndLoad() function to work correctly so that when the php script echo's or print("result") is called it gets a string saying pass, or fail... the following is my code for php, and action script. Also I have provided two pictures explaining the what exactly I want.
I am changing the flashvars variables v1=value&v2=value ect then after the flash movie runs I am changing the variables externally by javascript, so far so good.when flash first loads it reads the vars correctly.when I try to read them ( after the change ) it keeps reading the old values.[code]everything works except I cannot seem to read the changed FlashVars.
I have a blank container mc into which I am loading JPGs after you click on a button. There are 10 buttons in the movie, each associated with a different JPG.This container_mc is part of a function called on the main Timeline.The Flash movie is 1 frame on the main Timeline. This code works correctly on the first JPG when I click on a button for the first time), but then when you click on a different button I believe it just uses the dimensions and coordinates of the first JPG. How can I reset or refresh (unload, reload) this function so it works correctly every time I load a new JPG?
//after full size image loads into detailthumb_mc, //resize image so that neither width nor height is > 150, tben recenter onClipEvent(load) { var maxWidth = 150;
I am trying to load a variable from data in a text file.I can read the text file fine but the variable data seemsonly to be available with in the function that reads it. I need to use the variable data outside of the function.This is the actionscript code i'm using.
var pathVars= new LoadVars(); pathVars.onLoad=function(ok) { if(ok)
I am trying to load a variable from data in a text file.I can read the text file fine but the variable data seems only to be available with in the function that reads it. I need to use the variable data outside of the function.
This is the actionscript code i'm using.
var pathVars= new LoadVars(); pathVars.onLoad=function(ok) { if(ok) {
[code]....
This is where the path_var becomes undefined
trace("This is outside the function... "+path_var); pathVar1="This is outside the function... "+path_var;
I am doing an Actionscript 3.0 project which involves introspection. I am wondering if there is a way to get all the classes within a given package structure.
I've got two functions that work separately, but don't like to work together. Specifically, function "onEnterFrame" stops working after function "connectT."
function onEnterFrame(){ connectT(); checkBounds(); }
I used a tutorial to attempt to set up my code so that after a button is released and an external .swf is loaded the same button can't be activated again (on release or on rollover) until a different button is released.
Here is an example of my actionscript. What I'm trying to do here is just have the button not replay the mc in the over state if it's movie clip is already loaded in[code]...
Depending on the time of day (user machine time) and the amount of money raised the header needs to show different scenes and building construction progress.1. Is there some example script out there that would conditionally call on 1 of 4 times of the day (morning, noon, late afternoon or overnight) for me?2. And the % of the funds raised (variable data passed from the site?) will reveal that equivalent portion of the building constructed. So if 25% of the funds are in then 1/4 of the building will be shown completed. Is there an example script that would receive that data from an external source and then call 1 of 4 pre-built building movie clips?
I have several input text boxes all of which are activated by the use of the enter key. I only want the one the user is using to run its script when they press enter instead of the keylistener on all of them picking up when enter is pressed. I have tried
ActionScript Code: listenForEnterObject = new Object(); listenForEnterObject.onKeyDown=function(){
I have some code that needs to read like the following:IF the original position(origX) DOES NOT EQUAL where my object is(this._x) AND delay variable(delay) is set to 0, then I need to display a movieclip. There is an X on the movieclip so users can close it, and when they click the X, the delay variable is set back to 1, so the movieclip won't keep loading.
ActionScript Code: var delay = 1; if (origX == this._x && delay == 1) {
So the way I see it, there are three conditions in a drag/drop assessment situation; The dragged object is on the correct drop targetThe dragged object is on an incorrect drop targetThe dragged object is not on any targetAssuming there are multiple drag and drop targets, I can do this, but it only satisfies the first two condition:
ActionScript Code: function stage_onMouseUp(event:MouseEvent):void { stage.removeEventListener(MouseEvent.MOUSE_UP, stage_onMouseUp);