Is it possible to adjust the frame spacing for all layers?For example, I have my stuff (graphics, text, etc..) spaced at 24 frames. Is there a way to globally adjust everything to 48 frame spacing? or 12 frame spacing?
I'm building a dynamic menu and am struggling to give the same distance to the text fields with different widths. When I turn on the "autoSize TextFieldAutoSize.LEFT" some text fields are overlapped, and, aligned when I turn off, but, they all get the same size (100px by default - dont know why), which makes the distance between them unequal.
Here is the code:
Actionscript Code: // main timeline objectvar index:Object=this;// New Xml Objectvar fileXml:XML;// check how many menu items we have.var totalMenuItems:Number;// Main Menu Propertiesvar spacing:int=5;var menuItem_txt:TextField;// New URL Requestvar xmlLoader:URLLoader=new URLLoader(new
I am using Cu3er plug-in and I am using an embedded font to allow for a fade in/out effect. My only problem is the kerning is to tight, id there a way to adjust the letterspacing using action script?
I'm building a dynamic menu and am struggling to give the same distance to the text fields with different widths. When I turn on the "autoSize TextFieldAutoSize.LEFT" some text fields are overlapped, and, aligned when I turn off, but, they all get the same size (100px by default - dont know why), which makes the distance between them unequal.
Here is the code:
ActionScript Code: // main timeline object var index:Object=this; // New Xml Object
[URL].. lines a lot in our files to set up AS Tweens. Is there a way to import these globally on one frame of ActionScript instead of having to put it in AS for every time an MC is being tweened?
I'm completely completely new to flash and the company I work for assumes I know it, even though I tell them I don't. But anyway, I was assigned to make a header that has a glowing star that flies in and becomes part of the logo. So i've done that and it looks decent. I made it just like an animation, working with individual frames, not tweens or anything like that (vocab I just learned).I need to resize it as a whole to 500 x 90 and I also need it to linger on the last frame (the completed logo) for about 10 seconds, then have the star shoot in again.
I've set up a simple enter frame loop to adjust the alpha on a grid of movie clips ("bubbles") using a distance formula from the mouse pointer.I've got a hunch that while this works fine, there's a more efficient or processor friendly way to do it.
grid of mc's created here....and pushed into an array stage.addEventListener(Event.ENTER_FRAME, loop); function loop(e:Event):void{ for each (var j in bubbArray)[code].....
How does one adjust the seek behaviour of an FLV in playback? youtube videos work the way I expect them to: As you click and drag the seek bar it shows you the current frame. Any of the players I have experimented with don't do this. What they do is show you a still frame and update the video window only after you release the seek bar.
I am using Flash CS4. Is there any way to adjust the length of multiple timelines at once? I am doing an animation of leaves falling from a tree. The leaves alone have 17 separate timelines on separate layers plus each has it's own guide layer.If I had the ability to to select all of the timelines together and adjust all of their respective start and end times at the same same time, relative to each other as well as separately, life would be so much easier!Of course I can do it timeline by timeline, no problem, but I can't seem to adjust the length of more than one timeline at a time. (no pun intended)Even when I select more than one timeline, the double arrow only adjusts the length of one timeline. Even each guide layer's length has to be adjusted separately. I understand the benefit of this, but, testing timing and making adjustments would be so much simpler and go so much faster if I could select and drag multiple timeline lengths at the same time.
i was wondering how others have designed applications, such as photo galleries, that automatically adjust to the resolution of the screen on which it's being viewed, as opposed to adding or removing scroll bars to view just a standard, presized bg image, as in HTML.
I assume this is a certain line of ActionScript, but like I said
I'm using CS5 and I've been designing with a non-basic font, and adjusted the letter spacing in some movieclips. I decided to embed the font through the Text -> Font Embedding method and go back and change all the textfields to the embedded font. Now the textfields that I adjusted the letter spacing on seem to keep reverting back to "0" whenever export the movie
I am working with classic (non-TLF) dynamic text in AS3. My problem is that there is spacing issues between the individual letters. Has anyone else ran into this? I'm using an embedded font with Arabic support
I am trying to build a flash that auto-adjust its size to the browser window size, while leaving the content of the flash itself top-centered in the screen.I have found this solution [URL].. on How to keep centered stuff in this exact case so i am pretty confident i will be able to adjust that script to do what i want.
Now my problem is that if i put my content inside the movie-clip (centerrectangle) with all the animation require, link and other stuff, the movieclip (center rectangle ) never have the exact same center, thus making the script go wild trying to always adjust the location to the variable size of the movie clip.
I just upgraded to flash player 10.1 and there's an issue with a program that I've been working on. I'm copying text from a mysql table that is formatted with spaces and newlines (including spaces and newlines at the beginning of the text) into a textArea in Flex 3.5. Before the update,it worked fine. Now when AS retrieves the text from the table, it does not include the spaces and newlines at the beginning of the text.I'm using xml to retrieve the text.
I have a flash project that involves using glow filters on several mcs all over the site, the problem is, the current way I'm doing it requires me to declare and assign the filter on every MC's container.
Is there a way where I can just declare the glow filter once on the maintime line, and then simply apply the filter on the MCs where needed?
this is what I use for every MC, and it's really tedious and hard to keep track of/change.
Code: var Glow1:GlowFilter = new GlowFilter(); Glow1.color = 0xFFFFFF; Glow1.inner = false;
For examples sake, say I have an 'Icon' class. When you set Icon's 'name' variable, it downloads the image (of the given name) from a server/directory.
The problem however, is that even though the name (of the image) is provided, the name of the server, or even the folder containing the image is not.
Of course, I could explicitly define the full name and location of the file to the class, but if I ever decide to change folder structure I would have to go through and find all references to the folder and change it. It also seems wrong to litter all of my parent classes with arbitrary URL's to feed to the Icon class.
The preference of course would be to 'globally request' the image server/directory on instantiation, but in the world of OOP how is this best achieved?
I was just about to have the Icon class dispatch a bubbling event, letting something at the end of the displayList catch the event/request and feed it the information (a String) it was looking for, but it didn't feel right. It feels like dispatchEvent should only be used to Dispatch Events, not request a string...
Also, I've come up to similar situations where I've needed a similar request structure without being an extension of EventDispatcher (such as just a primitive Object). Is there a best practice for both?
i assigned some variables called charstrength and so on but i want to access these variables globaly as the action is on the first frame with all the variables stated and on the second frame i need to access those variables but it just wont let me.
I'm trying to control different sound attached in different frame. I want a button to turn on/off different sounds separately and globally. I mean after I've press one button in, let's say, Frame 1, it can turn off/on one sound attached in Frame 2 but another sound is not affected.
Right now, I've create 2 buttons for each sound to turn on/off the sounds sounds by setVolume() but I can work only when I entered that frame and press button in the frame. If I've press the button in Frame 1 and go to Frame 2, it did not take effect.
Here is my code for attaching different sounds in Frame 2:
Code: infoSound = new Sound(infoSoundMc); infoSound.attachSound("info"); alertSound = new Sound(alertSoundMc);
[Code]....
Is there any other command to turn on/off sound besides setVolume()?
I just started developing flash recently and I need to globally mute the audio in an swf by javascript ... I've got the following functions in my AS3 already.
Code:
function mute():void { var st:SoundTransform = new SoundTransform(0); SoundMixer.soundTransform = st;
[code]...
Do I need to use addCallback() somehow to trigger this through javascript?
Is it possible to limit globally the bandwidth usage of FMS 3.5 ? I don't want FMS to use all the bandwidth available via our ISP.I want my coworkers and other servers to be able to continue using Internet while sending/receiving data from/to FMS. I know it is possible to limit various bandwidths per Applications, but it seems there is no easy way - using the xml config files - to globally limit the server bandwidth.
I have a project in ActionScript 3, Flash Professional CS5.5, and AIR 3. I have several custom classes that I need to access. Currently, I am successfully accessing via the traditional method:
import trailcrest.core.core; var Core:core = new core();
However, I came to a realization in my code...this creates a COPY of the class, and doesn't give access to the original. This, of course is a problem - I need one symbol's scripts to modify a variable in the class, and another symbol's scripts access that changed variable. Obviously, right now, that is not occurring.How do I do what I am describing? Should I somehow create a "public var" for the class (though I need instructions on how to do that...I can't use "public var" within stages or symbols)? Is there some way to directly access the class?
I have defined Variables at the start of my script, with _root, to make them valid globally.
Then, in several functions and IF loops, I change the values of these variables, again referencing them with _root.
Then at the end of my script, I want to collect these global variables and send them to a PHP file to late store them in a db.
The problem is that at the end of my script, the variables do not contain any data, I used trace() to test this.
They only seem to contain values inside the IF loops which would mean they are behaving as local variables only?
I also tried replacing _root with _global but got the same results.
I have over 1000 lines of code at the moment so I will only post a snippet here of the general method I used, perhaps some experienced users will spot what I am doing wrong[code]...
I recently inherited a couple projects with half a dozen or more custom classes each. Is there a way to search across all .AS files in a project at once? It is a real drag to open and search each file one at a time.
I'm using CS4 and is there a way to remove all breakpoints in all the actionscript code globally. I can only remove them by going to each layer's as code.