Professional :: Why Does Roll Over Counter Have A Time Limit Between Events
Mar 13, 2012
I asked for help earlier with a banner and a button that counts roll overs. I am having an issue where the first movie clips in the array play much more often than the others. When I mouse over every couple of seconds or so, only the red mc plays. When I go a little faster the red and blue mcs play back and forth, and when I do a bunch of mouse overs really fast, then all 3 play in order. What part of the code has something to do with amount of time between roll overs? I want it so that even if I roll over once and then again a minute later, I want the second movie clip in the array to play instead of the first again. Here is the code I have in the first frame of the main timeline, as well as a stop(); in the first frame of each mc.
I'm new to the forum and also to flash.I'm trying to create a 2 minute video. Can someone please tell me how to set the time.for eg: I want the first part of animation i createed to play for 5 seconds.when i give the frame from 1 to 5 it plays too fast(i.e does not last 5 seconds). when i give frame rate as 1second per frame(usually 24fps) the animation is not smooth:(. how do i set it so that it plays for 5 seconds and the next 5 seconds i want the remaining animation to play.
I need to drag one movieclip which is in centre of the mouse pointer. Hence none of my stage elements are getting rollover or roll out events. I have declared
These items are not getting the event and I need to drag the movieclip and at the same time, on some of those items.. I need to attach some movieclips to place them dynamically. I think in that case also the bottom actual container item will not get rollover anymore.
I have a pretty elaborate class that extends Socket and performs some serialization and data protocol stuff. It works pretty well when I send small messages. However, when I send anything over about 132KB at once, the SOCKET_DATA progress events stop firing -- or at least the function I've got listening for them does. My class is called RPCSocket and I assign the socketDataHandler function like this in my constructor: addEventListener(ProgressEvent.SOCKET_DATA, socketDataHandler);
My socketDataHandler function (with lots of comments) is attached. Is there some limit to how much data can be sent over a socket at once? Is there something wrong with my code? Here's the trace output: Code: socketdatahandler bytesAvail:4380 buffer length:0 reading bytes into buffer for concat buffer length after concat:4380 buffer state:0 [Code] .....
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.
have an odometer type thing, that would go up 9 times a second, and it would go up whether you are on the site or not.So if I started it now, and checked back in on the site in a couple of days it would be at say 300,000, and then I would check back in a couple days later and it might be at 600,000.How would I go about doing this. I have an mc with the actual digit animations..
if I started it now,and checked back in on the site in a couple of days it would be at say 300,000,and then I would check back in a couple days later and it might be at 600,000.I have an mc with the actual digit animations...
I am sure this is simple, but cannot remember how it is done. I just need to rotate an item counter clockwise 1/2 a time. The rotate option only accepts integers and when I do a motion tween it goes clockwise.
I've looked all over the web and everyone can teach you how to make a timer for your game or a countdown, but I can't seem to find out how to add time to an already counting timer. So here is my counter class:
That works without any issues or problems and just keeps counting upwards at a speed of 100ms, what I want to know is how to add say 30 seconds if something happens in my game, say you kill an enemy for example.
Any Way to make a gameplay time counter? I did make one but it only showed seconds and milliseconds (with gettimer())). As soon as the player hit the button "submit" the time has to start to count. As the player reached his maximum turns the game goed to the next frame and the timer should top. The game starts over (from frame2) so the timer has to begin over again.
How to make a gameplay time counter? I did make one but it only showed seconds and miliseconds (with gettimer())). As soon as the player hit the button "submit" the time has to start to count. As the player reached his maximum turns the game goed to the next frame and the timer should top. The game starts over (from frame2) so the timer has to begin over again.
I am using the attachMovie script in as2 and I want to use a counter variable to increase the depth each time so it doesn't replace the last one. Every tutorial i've seen for attachMovie mentions this but I can't find any information on how.
Also is it possible to use a different counter variable to change to y position of the attached movieclip, so that it adds another beneath the last every time.
I have 6 buttons I'm trying to make roll over actions for. The above code works perfectly but I want to make it a function so I don't have to repeat the same code 6 times. However the below code does not work. The first time I roll over the about_btn nothing happens. and the second time everything works fine. In the debugger it tells me the argument is undefined. But the trace action returns _level0.about_btn.
function rollOvers (whichButton) { trace("whichButton "+whichButton); whichButton.onRollOver = function() {[code]...
making a camera roll AND track at the same time?All the 3D tutorials I've found deal with rotation OR camera movement, but never both at the same time. Can't quite get it to work, so I must be missing something.
but i've just been learning what i can from the net. anyway, a friend of mine bought a flash website template off the net and gave it to me to modify for his wife's business (it's a spa). so i've got it all done and they are wanting to upload it onto the server for the grand opening this weekend, (even though i haven't been paid for doing the work yet).so i was wondering if there was some sort of actionscript i could insert so that the website will only play for a specific time (lets say from 5:00pm on 4/31/09 thru the weekend, to say... 6:00am on 5/3/09.
it would be extremely nice if one of you Geniuses could maybe even help out with the script
I created a "movie" that is basically just several sentances fading in and out. I'd like it to stop eventually, so it's not annoying. I know with animated gifs you can tell it to "play" 5 times (or however many times you want). Is there a way to do this in Flash? Or would it be something I set on my html page?
sorry if i ask questions that been posted b4, but i js cant find one actionscript which teaches how to make a time limit countdown. such as in my game the characters need to do something in 30seconds. And so i need a time limit of 30seconds.
I know its possible to put a limit on how many bullets (which is a MC) that can be on the screen at one time. However, I've been playing with it for about an hour now and can't figure out the right AS. I am including the swf and the fla.
How to do the Flash Slider in less then an hour. I followed this tutorial: [URL]. And got it right on the first time, sweet! Here is the ActionScript 3.0 that came out from it
5 buttons, 5 thumbs. I click on the third thumbnail, it shows me the 3rd picture. Pretty simple, pretty straight forward. How do I add a time limit? For instance if I click on button #3, and I stay there for 12 seconds without clicking, it goes to #4, 12 seconds later to #5, 12 seconds later to #1, etc?
I'd like to know whether it is possible to time-limit the final SWF Flash animation? Can it read the system date and stop working after 45 days, for example?
Lately I am getting quite frustrated by the fact that Click in Flash is basically mouse down and up (staying in the same object). I would like to add further limits like time and movement to validate a click. How to do it cleanly? I did a check with mouse down/move/up but got some issues, how to do it successfully (and tested).
I am working with the open source flash player at [URL].. and I am trying to figure out how to limit one sound file at a time. I know this has been done on a number of sites but I am unsure how to approach it.
Scenario: A page has five different instances of the flash player. The user is litening to one song but clicks on another to listen to it.Goal: The first audio file automatically stops while the second starts playing instead of both playing at the same time.
Do I need to have some sort of javascript handler than interacts with the swf or something?
I have problem with the setInterval function. I have a game application that sets a time limit of 3 minutes. From 3 minutes counting down by 1 second up to zero. The problem is, the counting of the timer is by 2 seconds and sometimes by 4 seconds. I tested the movie in my local computer and looks fine but when I upload it to a server and it is embeded in a website. And by the time the user clicks the link to play the game application and starts playing the problem about the timer occurs.
I'm working on a project where we use Flex, Spring, Hibernate and Blazeds,all working on a Weblogic server.Everything works fine and we call services at the server side from the flex app without problems,but now we need to limit the time who spent the execution of the services to 2 seconds, if any service takes more than 2 seconds the server must return a timeout to the flex app.I've been searching for a way to do this with the blazeds configuration, but it looks that it's not possible.Is there any way to achieve this? I've thought in add a filter to the blazeds requests so it can control the timeout... But I can't find any example and I don't have enough knowledge of filter.
I have 3 buttons going around in a circle, in the middle of this circle I want a specific image to fade in for each button when you roll across it then fade out when you move off the button. I also want the button itself to change colour slightly when you roll across it. I've not had much look so far without the use of actionscript, but even with using it I'm not getting very far, I also seem to have a problem where once I have an image appear on the rollover of abutton that the image becomes part of the button, ie instead of the image just appearin when you roll over the button it appears when you roll over where the image should be appearing.
Im trying to get a movieClip to change its tint on roll over and back to normal on roll out. But this has to happen gradually like a tween. Im trying to use the code for alpha tween but its not exectly i also tried the tweenlite but im to confused :S here is my code:
I want to create a button that toggles but has a roll over, roll out and click animation. Anyone willing to point me in the direction I need to be so that I can achieve this. I can create the roll over and roll out animation for the buttons but then how could I toggle between the two buttons. Ultimately this is for a start and stop situation. I want when I roll over the button for it to have a transition then click and it toggles to the alternate button with animation. I have been tackling this now for a week and with no success. So far I have found ways to toggle but loose the animation or vice verse.
i've been trying to code a small variation into the normal roll over roll out animations... i want the animation to stay on the last frame once i click the button. but when i put the code in it dosent even bother playing the rollover/out animations it just goes to the end frame...