How to make time delay in a loop..[code]But I want every containers_array[i] to be added one after another. I don't have them scaled to 100%, they remain being 1%, just like little dots on the screen when I write down:[code]
I have created fla file in cs4 which is 1 minute long.
However when I try to export it as an avi only the last fifteen seconds of the video actually play. The avi is still 1 minute long but the first 45 seconds is just a white screen.
I'm only converting it to an avi so that i can subsequently convert it to an flv and put it into a player on my site.
I'm trying to make a timer.. When I press a button a movieclip does this: gotoAndStop(2); I want it to go back to Keyframe 1 after 10 seconds. How can I get this to work?
How can I make an image appear (a button) after a delay of say 15 seconds?
I need the image to display after 15 seconds, and then stay. I have read to use gettimer or setInterval, but I'm not sure how to do it in my particular case. In very rough terms, I need something like this:
onEnterFrame: setInterval to 15000 and then _root.button.gotoAndPlay(2); (this will display my image) clearInterval
I have the idea of scripting animations, placing them inside a function, so then I can recall them whenever I want: Code: function eyesleft(){ eyes._x=0 eyes._x=-100 } one question is I need some kind of delay timer to make the animation smooth, otherwise the animations would be all jumpy. Set interval seems a bit jumpy.
I'm trying to do something specific when like 5 secs of my video has played, however I can't seem to trace anything out when ns.time == 5 secs.I tried with the following:
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'm using a timer which triggers a gotoAndPlay after 5 secs. It works fine but I am now trying to work out if it is possible that if I press a button I would be able to stall the timer. i.e the goToAndPlay only happens after 5 sec otherwise the it is prevented and the the timer goes back to zero. I know its a bit difficult to describe but I have attached the .fla.
In terms of the code I'm using: I have the function: stop(); function pause(){ //play(); gotoAndStop(21); clearInterval(timer); };
This function is called when the playhead hits a certain frame: i.e. stop(); timer = setInterval(pause, 3000);
I'm creating a Flash file which pulls in external SWFs onto a container. The main SWF which has the container clip is called Main.swf then we have external swf's.
So basically, we have Main.swf, English.swf, French.swf, More.swf
More.swf has a load of buttons on it (contact.swf, about,swf etc etc)
To make things neater, I wanted to put all of my button code in the Main.swf, and I've got it sorted so that English.swf, French.swf and More.swf load correctly into holder_MC which is on Main.swf
Now, to get the buttons working, I can either have the code situated in More.swf (in which case, can I change the contents of holder_MC which is located in Main.swf from within More.swf? If so, how?)
Or, I can have an event listener to say that when Main.swf is loaded, create these functions to link to contact.swf, about,swf etc etc)
I have a sound in the library named RolloverSound and a MovieClip on the stage with instance name of btn. I hear this sound whenever I rollover btn and that's all I want it to do. The problem is is that it also sounds off when the swf loads and I don't want that.
I am working on a Flash site with background music whose file takes up about 80% of the loading process. The preloader is on the maintimeline.
I've set assets to load on the 2nd frame, and unchecked the "load on 1st frame" box in the music files library properties. Then I get the following message[code]...
i'm trying to make a class that loads an image easily for me, and runs a callback function when its loaded.
I'm not sure if it would make sense to use a static function for this or create an instance of the class, I did it both ways. I'm wondering what ways better or if theres an even better way to do it.
They both work but i'm not sure if LoaderPro could get garbage collected before it loads the image, doing something like this without referencing it in a variable.
I have a player set up to stream live tv channels. It works fine except when paused for more than 10 secs or so, it continues to stream but very jumpy, as if we press on advance/rewind button.
I want to create a function based (not frame) delay of about 10 seconds to the function at the start of a flash movie, the code only needs to run once.I'm very new to actionscript and have been given links to SetInterval and SetTimer examples but they all seem to be very complex.The function is below. I believe it's possible to add the commandTimer(delay:Number, repeatCount:int = 0) how me to a simple example.
Is there any way we can make the JW Player auto resizable when it loads?
Like, for instance, if the movie file is smaller in dimensions than the player,then there is black background it. I want the movie to spread all over the black color.
i am making a full flash site in MX and i need to know how to make a preolader so that it loads the main page (alone)...then loads the next page when the button is clicked on...i want it so that all my pages dont load at once, only if they are clicked on..
I'm trying to make a photo gallery that loads the pics in as swf's, and was wondering if there was any way for flash to detect the number of files that are in a particular folder on website (also the names of those files).
Im trying to make a class that loads in some external data, and then creates some arrays in the class, which names and content are based on the data that are loaded.What i have now, is something like like this:
[Code]...
I guess my problem is, that i dont know how the reference the "root" of the class.What i want to be able to do with this class is this:
I've created a player for a client in the past using their LimeLight server to stream videos and not had an issue before, however for a new client using different LimeLight server, the videos seem to be ending 3-4 secs too early.
In the video players I check for NetStream.Play.Stop then put a 'reset' type function in there. This function however triggers too early due to this strange bug. Has anyone have seen this before?
private function netStatusHandler(event:NetStatusEvent):void { trace("connected is: " + nc.connected );
[Code].....
The only work-around I see for this is saving the initial number I get from the metadata duration, and running a timer to constantly check for when the current ns.time matches metadata and then run my reset function.
Im trying to make a class that loads in some external data, and then creates some arrays in the class, which names and content are based on the data that are loaded. What i have now, is something like like this:
I'm trying to make an image gallery that loads 3 photos at a time (look at .SWF). I have also built a function that resizes the photos to fit into its respective box once they're loaded (a maximum of 120x120 pixels). The images aren't getting resized, and they aren't getting re-loaded after the "forward" button is pressed the second (,third,fourth,etc...) time.
I want to make text slide accross the screen when my page loads up. Is there an onload function so that when my page loads up it will play the animation?