Actionscript 3 :: Adding Time Zone Hours Difference To Time

Apr 23, 2010

I need to add in extra hours to the time, and the day will change automatically too. How should I change the code below?[code]

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I am willing to do something like this in flash. Just 2-3 clocks showing times of different countries will also do.

I figured out that it has to be done by GMT, Time Zone but don't know how. I don't know php or jawa or any other language. Just basic flash scripting.

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I have a working USA Time Zone Map. It works, but there are some bugs that I cant seem to get rid of.1st off, the time is based on the PC's clock. ( It's a work related thing, and no need to go from there)I have a clock displaying OUR current time (AST). I have EST, CST, MST, and PST times displayed also.I offsetted the clocks in each zone by simply adding the following code for each clock movie;[code]If I do -4, or -5, and so on, I get a '-' in front of the hours before the hour number, and if I add the AM, PM code in , like in the AST movie, THE movies dont show the proper AM, PM times when it is either AM, or PM.The FLA attached works fine as is, but I want to be able to have the AM/PM after the time on the clocks that are not local to the user 's PC clock.url...

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ActionScript 3.0 :: Wrong Time Zone

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var nextDay:Date = new Date("Mon May 1 2006 15:30:00"); // yields Mon May 1 15:30:00 GMT-0400 2006  (I''m in ET zone, so it should be -0500)

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what i should do with this script so that i can run 2 cocks with a different time zone (Miami EST TIME & Frankfurt, EUROPE TIME). I can find a lot of tutorials on [url] but all those are too complex and they have an analog script included.

I[code]...

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I want to make a clock but not just the time straight from my computer. I want to make my sort of own time zone clock. Is there any tutorial on making that here or an explanation?

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I am working on an application to display GMT time and CST time in a swf. I am able to make the clock display time in GMT. When I check for time in CST it seems to be 1/2 hour behind. I am bit confused and code is junk now (So not up in the forum).

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ActionScript 2.0 :: Date Countdown Timer / Specify Time Zone

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I've been using your tutorial for a date countdown timer with great sucess, although now I realise because it took the date from the computer that is viewing it and because the event is counting to an event in India, it would be wrong because up until now, ive just put the date and time so obivously it would be wrong because it would be that time/date of that timezone. Is there anyway I can alter the actionscript for a specific timezone?

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I'm making a timeline with a moving car. It has to go from left to right in about 11 hours. I got this code and the car is moving from left to right:

[Code]...

But everytime I refresh my page the car is at the begin again. So I have to attach it to a Timer/date class to it so it stops at a certain point / time and date.

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Actionscript 3 :: Finds The Difference In Hours Between 2 Dates?

Sep 1, 2011

I'm hitting a wall on this one. My script finds the difference in hours between 2 dates, however..

var data:Array = ["2011-08-30 11:19:19", "01-09-2011 02"];
var aDate:String = data[0].split(" ")[0];
var dateElements:Array = aDate.split("-");
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[Code]...

As you can see, the date elements trace out the way they should. Now try changing the first element of the data array to "2011-08-31 11:19:19". Although the date elements are fine, the last trace gives a totally weird value. What's even weirder is that when compiling this script a second time in Flash IDE, it takes a long time to compile, then traces nothing at all, as if the script times out.

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Is there actionscrip to add a delay to something....

e.g 1.

I click on a button, i want MovieClip1 to move to the right, then i want a 3 second gap and then i want MovieClip2 to move downwards....

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I am creating a flash game with a timer and as you answer questions I would like the time to increase or decrease but I can't seem to figure out how to do so.

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ActionScript 3.0 :: Adding Time Delay Without Timers?

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I've been having some trouble with this line of code. This is being used in an .as class file for my Ball class. I can get it to move within the main .fla by using a timers but if possible I would rather avoid the timer. I'm trying to develop a system for my FLA like this:

Ball starts at x,y
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The file will do this several times so I am trying to base this on if/else rules rather than animate it out. I feel like I should contain all movement activity within the class file and leave the waypoint rules for the main .fla. My current issue is that the code below (without the hittest) works if the FLA has a timer triggering the moveTowards function. Without the timer in the fla, it still works but the ball just warps to the destination.So I have two questions:

Is there a way to control the while loop so that it pauses at the end of each loop enough to look like the ball is moving incrementally?Is there a way for me to have a drawball function within the ball class itself or should I make a new package/class within the class file? Ideally I would have the new ball creation be relative to the "step" variable.

Code:
public function moveTowards(pX:Number, pY:Number, step:Number)
{
var dir:Number = Math.atan2(pY - y,pX - x); //find angle direction[code]...........

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i call a flash script from another flash script with the following code:

[Code]...

i need to change it so that it will call a different movie clip each time the clip is viewed, using the time (so that the movieclip will be a new one every time a user refreshes the page or sees the flash again).

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Nov 28, 2011

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:

package {
import flash.display.MovieClip;
import flash.display.Stage;
import flash.text.TextField;
import flash.events.Event;
import flash.utils.Timer;
[Code] .....

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.

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I'm making a game and it has a 20sec timer in it and I want to make a button/powerup thing that adds 5 seconds to the timer when you press it.I'm currently using: -

Code:
timerBTN.onPress = function(){
_root.countdown += 5;

[code].....

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I'm sure this is something really basic, but I've searched and nothing quite fits what I'm looking for..I have a timer counting down using this code

Code:
count = 30;
countdown = function(){

[code]....

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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

stop();
button1.addEventListener(MouseEvent.CLICK,showpic1 );
button2.addEventListener(MouseEvent.CLICK,showpic2 );
button3.addEventListener(MouseEvent.CLICK,showpic3 );
button4.addEventListener(MouseEvent.CLICK,showpic4 );
button5.addEventListener(MouseEvent.CLICK,showpic5 );
function showpic1(Event:MouseEvent):void{
[Code] .....

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?

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I have built a SoundClass which handles my sound. Any time I want to call upon a sound, I call upon the class and its function. Problem is, there is like a buffering time or something. For instance, when I jump with my character, I am trying to play the jump from the SoundClass I created. It plays, but takes about 3 seconds. Btw, it does this regardless of if its in its own class, or in the same class I am calling it from. The jump.mp3 is only 4KB.

Here is how I have it set up

Code:
package {
import flash.display.Sprite;
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[code]....

If I am in another class, I can call upon this by using "soundClass.jumpS();" It plays, but takes a few seconds. I have a trace on the function jumpS() and it traces immediately.

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've created a simple flash game for moving a car round the flame to collect fuel cans and avoid traffic cones. The game has a 10sec timer running but i want to make it that if u hit a fuel can it adds 5secs to the timer and if u hit a cone it removes 2secs.This is my code so far

var fuelpoints = 0;
var conepoints = 0;
startButton.visible = true;

[code]....

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I have this clock code and would like to know what needs to be added or changed for it to reference the time off the server and not the local computer time (and preferably reference the server just once and not repeatedly). I already have a file on the server "time.php" that is providing the milliseconds. I know it should be fairly simple, but I just can't wrap my head around it.

[Code],,,

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ActionScript 3.0 :: Run Time Errors 1046 : Type Was Not Found Or Was Not A Compile-time Constant?

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I use CS4.

Code:
package {
import flash.display.Sprite;
import flash.events.Event;[code]...........

Both of these are saved in files with the name same as the classes.

Both are saved a folder which also contains an fla file name hello.fla.So,when test the movie(hello.fla),after choosing the document class as WavyBall,I get these errors: 1046: Type was not found or was not a compile-time constant: Ball.

Source: var Ball:Ball;
1120: Access of undefined property stage.
Source:Ball.x=stage.stageWidth/2;
1120: Access of undefined property stage.
Source:Ball.y=stage.stageHeight/2;
5000: The class 'WavyBall' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.What is wrong?

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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? 

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I'm testing Live streaming with FMSS. The stream is pushed to FMSS buy Adobe FMLE software. Streaming works fine until I reach 1300-1400 simultaneous connections.No matter what the encoding ratebit is (150kbps or 2000kbps) the stream is no longer play from time to time (5-8 seconds).

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I added in my application universal time, and I gave start and stop time. The process is going smoothly, but if I change my system (local) time, the entire time will be changed. Is there any solution to solve this problem?

[Code]...

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I am working on a site that has a clock but it displays in military time, is there a way to change it to regular time. The following is the Action script:

[Code]...

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I've loaded a video into the FLVPlayback component and I'm looking for a way to get the total time and the time played so far and output them to two text fields so the end result would look something like "00:12/00:50".

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