I have a movie. It runs through perfect first time. Then everytime after, it seems to become a little more out of time. I have simple AS2. Sum Movies within symbols.
I have a fairly complex animation movie clip within my main timeline in a Flash file. When you click a button, it plays the movie clip, then goes back out to the main timeline. The first time the movie clip runs, it plays choppy and slow, but if I play it two or more times, it plays correctly (smoothly). Is there some actionscript I need to preload the movie clip, or some other solution to the first-run slowness?
I have a set of 5 movieclips that pull in info into dynamic textfields. Each individual movieclip pulls in one xml node. Once the five nodes have been pulled in I need to, upon a click or timer function, reload the same movieclips with the next 5 nodes of xml.
I have an f4v loaded through flvPlayback. after the video completes, is there a way to loop the f4v from 00:00:05:11 to 00:00:06:15? and have it do that loop endlessly.
I want to run the loop for long time in my application. If i do within few seconds i am getting a alert message like "Script in this movie make flash player to run slow . do you want to abort the script". How to overcome from this.
i have some loop function for the game, this loop for open the 9 box, here the code
function random_item_2(coinsx) { var listItem:Array = new Array(); for (var i:uint=0; i<15; i++)[code].........
the problem is, 9 box open in one time, not one by one, i want to box open the box one by one, after the first box opened so the next box will open, here for some algo that i wanted
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'm just wondering, how would I go about making a counter in ASC3 count more then once? Because, counter++ updates once, but counter+2 gives you some kind of error. counter+1 also gives you error.
Is there a way to loop one frame after a certain period of time. I have only one frame in the timeline, and about 10 layers with a single frame containing a container to load external mcs. These frames are all lined up in one row and the mcs play after a certain number of seconds. The last layer containing my last mc that plays fades out to black and then nothing plays again but id like to have it so that all the mcs play again like the first time, like a loop.
(Flash 5/Flash MX). How do I delay/pause using actionscript? I have tried using a for loop for a time delay like this: for(i=0;i<1000000;i++){ } But it does not work?
Flash gives an error like: Time-consuming actionscript. Abort running script? OR the loop simply does not produce a noticeable delay. How I can introduce a time-delay or a pause using actionscript?
I have a function where i load some images from an XML file. The function builds up a pattern with boxes in lines of 4, and for each Image-tag in the XML file, it creates a new box in that pattern and loads an image into it. The problem is that as the code is written now, all the images are loaded and displayed at once.
I would want the function to load one image at a time, so that image box is displayed, and then the next one, and next one, and so on. Is it possible with my function? What should I change? make that pattern that the boxes form? As you see now, it's a lot of code counting each row of 4 boxes.
this is the function below:
Code: //Loading work objects from XML var home:MovieClip = this; xFirst = 0;
I need to adapt it so that instead of looping all the way back to the beginning, it instead goes to points further into the animation (such as say 10 seconds in) rather than all the way back to the start.[code]Now, I'm thinking that what needs to be changed is the autoRewind = true section, but being a complete novice, I don't even know where to begin. I've seen online sections dealing with a goto command, but my attempts to alter the code haven't worked correctly
I have a game loop written in Haxe/Flash. For some reason it slows down over time. At first it runs reasonably, but my laptop fan starts spinning up and it gets slower and slower. Why would this happen?
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
I am having trouble creating a simple flash music metronome. Specifically, I can't figure out how to determine the position of a slider and use this position to determine how frequently to play a certain imported sound. I would also like to be able to display the tempo on the screen.
I have a long list of images in the library linked as image1, image2, image3 etc. how do i set up a for loop that will display these images in one go (one on top of the other), i thought this would be trivial but everything ive tried doesnt work, i think i may be confusing run time with compile time with my attempts, when i set up a for loop with the iterator replacing the number (in the image name) i just get errors. Sure i could hard code every one but i find that dissatisfying.
I have looked everywhere for an example or tutorial on a delta time game loop in AS3. I found many fixed time step examples but very little helpful information on delta time game loops and how it works. I have seen examples that do the calculations in a timer and also seen examples that do the calculations inside the enter_frame event. All the examples I have seen are also incomplete and only provided me with bits and pieces.
Setting up a time limit that if the time equals to 3 minutes the game stop.I have a card game with 10 different cards to be paired. My problem is to put a timer that limit the player to only 3 minutes of playing after which a movie clip that says "Time is up!" will be displayed.
I'm writing an upload program to upload multiple files. It works great as long as I only upload one file but as soon as I add a second file it throws an error saying it can only perform one upload at a time.Is there a way I can have it not loop back through the for loop until the upload has completed?Here is a chunk of my code
I want my movie to loop. Would prefer an If/Else loop so that the movie plays a certain number of times then plays the opening of a screen then stops. This is a simple 4 screen ad I am doing for a school project. Can't get it to work. I tried containing my code in the proper loop syntax, didn't work. Then wrapping the loop in a function and calling that with a timer event, didn't work. My final solution was to call my whole movie in a timer event set to play once. Then calling the entire movie again in a second timer event set to play 20 times and set to start at an interval when the first movie ended. This did work but each time the movie plays thru function calls drop off making the movie degrade.
I have some banners I am doing right now and have a pause timer question. I am fairly green at coding. In my first frame I have this:
[Code]...
I want it to pause each time in the last frame for 8 seconds and loop only 3x. Is there a better way to write this? I know all my code should be in the first frame but I still suck.
what i'd like to do is create a button, and loop sounds in the "up" state of that button. the only problem is, that if i import the sound to the "up" keyframe and choose loop in the properties it keeps looping until the end of time. what i'd like though is it looping just in the event of the mouse being in the buttons' area. what should i do?
So I have created a button and am trying to program the button to start my movie clip of a metronome. I am able to have the movie clip not going, but when I press my start button, the move does one click and does not loopAlso, how do you change the "label" of a button. I have changed it to "start" on the stage and it shows up like that on the screen, but when I view the final scene the button's text says "label"