Dealing With A 1 Frame Delay?
Hey people, I've got a funny little problem, and I'm looking for a clean way to fix it. The problem is this: - I'm attaching a few MC's from the library - These MC's have a function (on their frame 1) which changes their appearance - I want to call that function from the root, as soon as the MC get's attached.
Now here's the problem, when I attach the movieclip with this code: code: var t = attachMovie("mc", "mc1", 1); t._x = random(550); t._y = random(400); t.theFunction(); Somehow, the function doesn't get called. However, when I change it to this script: code: var t = attachMovie("mc", "mc1", 1); t._x = random(550); t._y = random(400); this.onEnterFrame = function(){ t.theFunction(); delete onEnterFrame; } It does work! Is there a way I can fix this in a clean way? So I won't have to use the onEnterFrame to do it?
Thanks, SaphuA
FlashKit > Flash Help > Flash ActionScript
Posted on: 04-04-2005, 01:20 PM
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Delay Frame Unless On The Destination Frame
Hi all I am new to this. Just need a little advice on stopping delayed frames once on my desired frame.
My code - AS2
// Buton that Jumps to frame AVTintro
AVTvideo.onRelease = function() {
_root.gotoAndPlay("AVTintro");
}
// Pause Farme
myPauseLXT = function() {
clearInterval(delayLXT);
_root.gotoAndPlay("AVTintro");
}
// Setting delay time
delayLXT = setInterval(myPauseLXT, 20000);
stop();
I am delaying my current frame by 20 seconds after this it will gotoAndPlay("AVTintro")
I also have a button that onRelease will gotoAndPlay("AVTintro") so that if the user doesn’t want to wait 20 seconds they can jump strait to the "AVTinto" frame.
My problem is that if the user uses the button and goes to the "AVTinto" frame then after 20 seconds it jumps back to the start of the frame. I have an .flv playing on that frame as well as other tweens.
I need a way to stop the 20 second delay once on the "AVTinto" frame.
I have tried making it false onEnterFrame "AVTinto" and delete onEnterFrame "AVTinto"
I have tried
// Pause Frame
myPauseLXT = function() {
clearInterval(delayLXT);
_root.gotoAndPlay("AVTintro");
if (frame == "AVTintro") {
myPauseLXT = false // and tried null
}
I have used every variation I can think of these examples but no luck
Thanks in advance for any help
edit:
I was thinking maybe a delete/false action on the AVTvideo button
AVTvideo.onRelease = function() {
_root.gotoAndPlay("AVTintro");
myPauseLXT = false // something like this
}
Delay Frame Rate Of Particular Frame
Hi,
Can someone teach me how to delay the frame rate of particular frame in an MC?
eg. an MC with 20 frames, frame rate is 30 fps. when it runs to frame 19, i'd like to make it run at 15 fps. and it goes back to normal (30 fps) again.
How can I do this?
Thanks for help!
Frame Delay
Hi guys and merry Christmas.
I wonder if anyone out there can able to tell me how to delay frame before going to the next frame? For example, delay 10 seconds before going next frame. For this i no longer have to strech long timeline just to do the delay. Any help would be greatly apprecited. Thanks
Frame Delay
Not sure how complicated what I want to do is, but here goes. Basically I have a series of buttons. When one of these buttons is clicked I need to move to another point in another movie clip but only after a delay of a certain number of frames (to allow time for another clip to do something). I have tried using setInterval but this does not work as this is time based independently of the timeline so does not always correspond (or so I'm led to believe). Would a better way to achieve this be to use an onEnterFrame loop? If so could someone tell me how? Any help would be greatly appreciated.
Frame Delay
Not sure how complicated what I want to do is, but here goes. Basically I have a series of buttons. When one of these buttons is clicked I need to move to another point in another movie clip but only after a delay of a certain number of frames (to allow time for another clip to do something). I have tried using setInterval but this does not work as this is time based independently of the timeline so does not always correspond (or so I'm led to believe). Would a better way to achieve this be to use an onEnterFrame loop? If so could someone tell me how? Any help would be greatly appreciated.
Delay Frame
how does a person go about delaying a certain frame.
Frame Delay
I want to be able to click a button, run a small movie clip and then hold any designated frame of the movie clip for about 5 seconds before progressing to the next frame in the main timeline.
(it's a quiz & I want to be able to indicate whether the answer is right or wrong before going to the next question which is on the next main timeline frame).
Any help offered please?
Richard
Delay Frame
Hi guys.
Just wondering if anyone knew the code to delay the timeline for lets say 10 seconds when it enters a frame?
Thanks any help would be much appreciated!
As3-frame Delay
Say i have 5 frames on timeline...how can I delay each frame for x amount of seconds?
How To Delay A Frame Before Goes To The Next One?
Hi!
I want to know if somebody knows how can I delay a frame before it jumps to the next one?
A better explanation of the problem...
The project is a slideshow.
3 layers:
- the first is for actions;
- The second have 4 KeyFrames, each one with an image;
- The third has 4 frames (4 in 1, not KeyFrames) with 4 buttons ("back", "pause", "play" and "forward").
The "back" button has this action:
on (release) {
prevFrame();
}
The "pause" button has this action:
on (release) {
stop();
}
The "play" button has this action:
on (release) {
play();
}
The "forward" button has this action:
on (release) {
nextFrame();
}
When I put this code on each frame action
stop();
//set a value for the delay
time = 3000;
//need to give the delay an ID so we can clear it later
delay = setInterval(proceed, time);
function proceed() {
//clear the interval
clearInterval(delay);
//go next frame - or whatever you want to happen here
play();
}
, it works, the problem is that the actions in the buttons aren't right, cause it look like the timer don't stop every time I jump frame.
How can I resolve that?
Tks for your time
Frame Delay
Hi everyone.
I want to delay the movement from a frame to the next by 2 or 3 seconds for example. How i can do this with actionscript?
please help,
Frame Delay
Hi there,
I'm stumped on time delay, I need to know how to delay a frame from playing until a certain time has elapsed.
Let's take that one step further, say I have a bunch of mp3's in my library and they all have linkage names, aaaand I attach these clips with frame actions every time the relevant graphic appears, (Question) Is it possible, to set the delay for the frame equal to the length of the soundclip with the linkage name.
How?
Frame Delay
Sir/Mam, upon display if i want to make a frame wait for few time units(say 2 sec) what am I suppose to do in flashmx.
Delay Frame
Hi guys.
Just wondering if anyone knew the code to delay the timeline for lets say 10 seconds when it enters a frame?
Thanks any help would be much appreciated!
Frame Delay
Sir/Mam, upon display if i want to make a frame wait for few time units(say 2 sec) what am I suppose to do in flashmx.
The One Frame Delay
I can not remember the reason for this problem so I was hoping one of you guys could enlighten me, and maybe provide a solution.
I have a movie clip called "Monkey" sitting in the library and in that movie clip is another movie clip called "Banana". Monkey has a function on the first frame called "Funky".
Now, in the main time-line of the movie I am attaching Monkey to the stage and trying to call the Funky function, but the Funky function does not seem to want to work until Monkey has reached frame 2.
Code:
// Main time-line code
function doStuff():Void
{
attachMovie("Monkey", "Monkey_mc", getNextHighestDepth());
Monkey_mc.Funky();
}
doStuff();
The problem still arises even if I call the Funky function from within the Monkey movie clip (on the first frame).
Code:
// Monkey code on frame 1 (does not work)
function Funky():Void
{
// do some funky monkey stuff to the Banana movie clip
}
Funky();
However, if I put the Funky function on the second frame every works as planned.
It is not a problem with the actual code (trust me) but seems to have something to do with how/when the movie clip(s) initiate.
Any ideas?
Frame-delay
just thought I'd share a funny effect.
create a flash-file with massive motion and form tweens, transparency effects and stuff, simply the stuff that really kills the processor - much much motion.
and then create a HTML file containing this file TWICE, just like next to each other ... and then have this file open for quite some time ... and watch how one flash file starts running slower than the other ... ... kinda weird. I couldn't really find out if there was a certain flash file running slower than the other, because it really changed whenever I reloaded the site ... !!
just a strange effect ...
How To Delay A Frame Before Goes To The Next One?
Hi!
I want to know if somebody knows how can I delay a frame before it jumps to the next one?
A better explanation of the problem...
The project is a slideshow.
3 layers:
- the first is for actions;
- The second have 4 KeyFrames, each one with an image;
- The third has 4 frames (4 in 1, not KeyFrames) with 4 buttons ("back", "pause", "play" and "forward").
The "back" button has this action:
on (release) {
prevFrame();
}
The "pause" button has this action:
on (release) {
stop();
}
The "play" button has this action:
on (release) {
play();
}
The "forward" button has this action:
on (release) {
nextFrame();
}
When I put this code on each frame action
stop();
//set a value for the delay
time = 3000;
//need to give the delay an ID so we can clear it later
delay = setInterval(proceed, time);
function proceed() {
//clear the interval
clearInterval(delay);
//go next frame - or whatever you want to happen here
play();
}
, it works, the problem is that the actions in the buttons aren't right, cause it look like the timer don't stop every time I jump frame.
How can I resolve that?
Tks for your time
How To Delay A Frame Before Goes To The Next One?
Hi!
I want to know if somebody knows how can I delay a frame before it jumps to the next one?
A better explanation of the problem...
The project is a slideshow.
3 layers:
- the first is for actions;
- The second have 4 KeyFrames, each one with an image;
- The third has 4 frames (4 in 1, not KeyFrames) with 4 buttons ("back", "pause", "play" and "forward").
The "back" button has this action:
on (release) {
prevFrame();
}
The "pause" button has this action:
on (release) {
stop();
}
The "play" button has this action:
on (release) {
play();
}
The "forward" button has this action:
on (release) {
nextFrame();
}
When I put this code on each frame action
stop();
//set a value for the delay
time = 3000;
//need to give the delay an ID so we can clear it later
delay = setInterval(proceed, time);
function proceed() {
//clear the interval
clearInterval(delay);
//go next frame - or whatever you want to happen here
play();
}
, it works, the problem is that the actions in the buttons aren't right, cause it look like the timer don't stop every time I jump frame.
How can I resolve that?
Tks for your time
Delay At Frame
Hi,
Is it possible to make the movieclip delay (lets say stop for 1 second..) in one frame using actionscript instead of including more equal frames?
Thanks
Paulo
Simple Frame Delay
I got a movie clip and want it to skip a frames once every 3 seconds.
this is what I got on the MC itself.
---
onClipEvent (load) {
frameTimer=0
readyForNextFrame=3000
}
onClipEvent(enterFrame)
if ((getTimer()-frameTimer) > readyForNextFrame) {
framesMovie.nextFrame();
frameTimer = getTimer();
}
---
why O why doesn't it work ??
Delay In Display Of Frame 1
I have an SWF application that was created in Flash MX (version 6.0). As the SWF is a rather large file (around 500kb) I've included a simple preloader in frame 1. This preloader is a shape outline of the word LOADING that gradually fills in from the left as the game loads. I've achieved the filling by using _xscale. Frame 1 contains a call to load data from an external text file using the loadVariables command and the preloader in a lower layer. The preloader should be displayed before any of the later frames that contain large graphics.
The preloader code is self-contained in the preloader movieclip.
In frame 1 the code is:
Code:
bytesLoaded = (_level0.getBytesLoaded());
bytesTotal = (_level0.getBytesTotal());
percentSetup = ((bytesLoaded/bytesTotal)*100);
setProperty("_root.DropIn.LoaderBar",_xscale,percentSetup);
if (bytesLoaded == bytesTotal) {
_root.gotoAndStop("gameStart");
}
In frame 2 the code is:
Code:
if (bytesLoaded<bytesTotal) {
_root.DropIn.gotoAndPlay(1);
}
When I export the movie from Flash I use these settings:
- Load order: Bottom up
- Protect from import
- Omit trace actions
- Compress movie
On the Internet I open the SWF by using Javascript to open the SWF in a new browser window the same width and height I want the SWF to display. The relevant snippets of javascript code I use are:
In the header script:
Code:
function MM_openBrWindow(theURL,winName,features) { //v2.0
window.open(theURL,winName,features);
}
In the link tag:
Code:
<a href="#" onClick="MM_openBrWindow('game.swf','','width=700,height=520')">
Upon opening the SWF from the Internet a long delay occurs before the preloader is even displayed and because of this the preloader is already part-way through filling in LOADING. Other applications I've seen on the Internet do not have anywhere near such a long delay before showing frame 1.
How can I get rid of this delay?
Frame Range Or Delay?
okay heres the deal im trying to get a button to continue playing the movie and then when thats done go to and play scene of my choice
heres what ive tried...i cant just put a goto and play at the end of the first scene because then it would only work for one of the buttons and i have 6 =
on (release) {
gotoAndPlay("Scene 1", 16);
stop("Scene 1", 29);
gotoAndPlay("Scene 2", 1);
}
on (release) {
gotoAndPlay("Scene 1", 16);
wait(13) (also tried delay(13)
gotoAndPlay("Scene 2", 1);
}
on (release) {
gotoAndPlay("Scene 1", 16-29); (i really wish this would work =()
gotoAndPlay("Scene 2", 1);
}
im not familiar with the advanced options so if anyone could help me out that would be great
toast
Delay In Moving To Next Frame
I'm new to Flash, and I'm creating a quiz. When an answer is clicked, I want a sound to play (gives feedback on whether the answer was correct or not) and the next frame to appear. This all works fine. However, I want the next frame to appear only after the feedback sound has finished playing (about 2 seconds). Is there any way to do this. I've been trying lots of different stuff (like setinterval stuff) and nothing is working quite right. Thanks in advence for any help you can provide!
Delay Code - One Frame
I'm trying to make a simple game based on the Lights Out game, if you've heard of it. It's a puzzle game in which the player attempts to turn all the lights out, as the name suggests. Each 'move' turns off, or on, lights in a certain pattern. What I can't figure out how to do is make my solution code display the solution slow enough for the human eye, instead of doing the calculations at computer speed thus never showing the player what the solution even was (which defeats the purpose of having the function).
If someone can help me figure out how to make this work, I have the file stored here: Lights Out
Help would be greatly apreciated.
Edit:
I almost forgot to mention, to find the spot that I need to delay go to the top layer and hit CTRL + F, then type [HERE]. That will bring you right to where the delay is needed, and once this is figured out I can finally move closer to making games that are actually fun to play .
Function To Delay Frame
I am looking for a way to simply delay the timeline on a frame for a certain amount of seconds or milliseconds. Similar to setTimeOut() function in javascript.
Is setInterval() the function to do this? If so, please provide some sample code.
I'm looking for this code because I've got a Flash movie with many layers and I want the ability to control the length of time a layer displays, separate from the timeline and the frames per second. It seems silly to control the time a layer displays simply by adding frames. It's inefficient and must add to file size.
Any help much appreciated.
C
How To Set A Delay Movie Frame
Can anyone please help me with flash code. I'm totally new to flash.
I want to put a delay/pause between my frames say 3 seconds but not sure how to use it. I know that If I copy the same frame and past it to extend the time that should work.
I think there's a better way than this by using script command.
Thanks.
Time Delay In Single Frame
hello,
i am inside MovieClip.
50 frames of animation inside the same.
when the header comes to 25th frame, i want to stop the header for 5 seconds and should proceed to next frame.
[ i have seen the scripts which uses another movie clip for the same.
but i want to do all those scripts in a single frame. ]
- how to do this.
Thank you in adavance
Delay Frame Then Goto Next Scene Help
Hi,
Flash MX
Havent used flash in a long time and I'm making a simple presentation and need to delay scenes for a set period of time and then goto and play the frame 1 of the next scene.
ie.. scene 1 frame 90 I want to pause for approx 10 seconds the goto and play scene 2. etc
I used to use this type of timer but its not working the way I want it to:- All I want is a simple delay on frames then a goto&play next scene...any help MUCH appreciated thanks
Frame 90:
startTime = getTimer()
Frame 91:
newTime = getTimer()
if(newTime == startTime + 5000) {
gotoAndPlay("scene 2", 1)
}
Frame 92:
gotoAndPlay(91)
One-frame Playing Of 3 Movieclips - With A Delay Between Each One
I have 3 movieclips in the first frame, but the movieclips each have their own layer..
See attached movie.
Please - I want a code to play the first movieclip and then 4 seconds pause - then play the second movieclip and 4 seconds pause - and when the third movieclip ends it should go to first movieclip and start all over again.
I want it all to be in one frame because I had trouble with getting it to work properly over 3 frames.
See attached movie. If anybody could write the code in to the movie it would be nice. I have struggled with this for a long time.
Random Delay Then Gotoandplay Frame
hi there,
I've been braking my brains on this: the only thing I want to do, is to "pause" a frame inside a symbol randomly between 3 and 10 seconds. After the pause, simply the next frames inside the symbol will be played and then the process starts all over from frame 1. All of this inside an object, not in the main timeline!
So I created an invisible object inside the symbol and put this code on it:
onClipEvent (enterFrame) {
_root.wait = Math.round((Math.random()*10) + 3);
if (_root.delay) {
if (Math.floor(getTimer()/1000) == _root.lastTime+1) {
_root.delay = false;
}
} else if (Math.floor(getTimer()/1000) == _root.lastTime+_root.wait) {
_root.lastTime = Math.floor(getTimer()/1000);
_root.delay = true;
_root.count = _root.count+1;
if (_root.count <= 20) {
gotoAndStop(5);
}
}
}
Anyone any idea what I'm doing wrong? When I check, it randomly generates a number, so that's ok, but it doesn't pause for that amount of seconds...
Thanks for your help.
Play/start Mc From Frame After 35 Sec Delay
Hello,
I'm stuck. Searched actionscript.org for a descent answer but couldn't find one.
My problem is I've made an animation using the tweening prototype.
My animation takes 35 seconds and after that a timeline based animation has to start. My prototype animation stops at frame 5 and on frame 6 a timeline animation starts.
How do I build a delay in my movieclip so it does start after 35 sec?
Right now it start right away ...
I need some kind of loop like this one, but this one doesn't work?
PHP Code:
/// time delay
pauseDuration = 35*1000; /// delay duration 35 seconds
if (startTime == null) {
startTime = getTimer();
}
lapsedTime = getTimer()-startTime;
if (lapsedTime>pauseDuration) {
startTime = null;
gotoAndPlay (6);
}
Or is it possible to pause at a frame with the tweening prototype and continue after the last animation has ended?
Control Time Delay On A Frame
Is there anyway in Flash anyone can control the amount of time when on a particular frame?
For example if I wanted a 5 second delay on frame 1. But then later I wanted it as 20 seconds. Is this possible without having to recompile the movie?
Thanks in advance.
Frame Rate, Timer & Delay
Hi,
i am still new to flash CS3 and i want to know about something about frame rate(default 12 fps) under the properties TAB. IF i am to create a flash board game, what frame rate should be set for optimum performance? i am using webservice to set and get data to SQL Server database. As webservice is passive pull technology, i am using Timers to constantly get DATA from SQL server after a SET event. Also, i found out that multiple Timers with multiple delays will cause some unsuccesful updates or insert to database, why is it so? Hope to have a reply asap. Thx.
How Could I Create Delay In An Specific Frame?
Hi
In last frame of my movie I have some code like this on:
gotoAndPlay(125);
Now I want to pause my movie in last frame for 10 seconds and then execute above code .
How can I do it with AS 2.0?
How To Delay / Slow Down Transition To Next Frame?
Do you know how I can delay or slow down the transition to the next frame without manually stretching the frames on the timeline? How should I write my actionscript in order to do that? Thanks in advance!
Can You Create A Delay In Specific Frame?
I am trying to create a frame that loops for "x" amount of time before it goes to the next frame. Can this be done? And how. I know it is part of Action Script but am unsure in what combination.
Flapman
SetInterval To Delay Movie From Loading On First Frame
I'm pulling in a external .swf but I don't want it to load on the first frame... I'd like to delay it using setInterval... this is what I have so far
var ad_container_mc = outer_container_mc.createEmptyMovieClip("ad", outer_container_mc.getNextHighestDepth());
ad_container_mc._x = 600;
ad_container_mc._y = 30;
ad_container_mc.loadMovie("ad.swf",ad_container_mc );
any thoughts?
[resource] Frame-based Function Delay
I've just added the following functionality to my component framework and I thought that some of you guys may find them useful.
What the functions do is to create a frame-based delay for function execution. This means for example that you could execute myFunctionA() twice with a 10 frame delay between each function call... or you could execute myFunctionB() ten times with a 2 frame delay... and so on.
I've just pulled the functions and comments straight out of my class, so if anyone needs any extra info just let me know. I've added a quick example of how to use the functions at the bottom of this post (check it out because you will need to create a movie clip named "__functionBuffer" for these functions to work).
Function Buffer
ActionScript Code:
/**
* Creates a wrapper so a function can be scoped to any object.
*
* @param - obj - The object that "this" will referer to in the function.
* @param - func - The function to be wrapped.
* @param - args - An array of arguments to be passed to the wrapped function. (optional)
*/
function rewire(obj:Object, func:Function, args:Array):Function {
return function() { return func.apply(obj, (args == undefined ? arguments : args)); }
};
/**
* Adds a function to the functionBuffer for delayed execution.
*
* @param - id - An ID for the function while it's in the buffer.
* @param - scope - The object the "this" will referer to in the function.
* @param - func - The function to be executed.
* @param - args - An array of arguments to pass to the function.
* @param - delay - The delay (in frames) before the function is executed.
* @param - total - The total number of times the function should be executed.
* @param - fireOnNext - Can be used to force the function to execute on the next frame regardless
* of the delay time. The default value is "false".
* Forcing a function to execute on the next frame will not affect "total". (optional)
*
* @note - Any function in the functionBuffer with the same ID will be replaced.
* If the value of "total" is set to 0 (zero) or lower then the function will
* not stop executing until it is manually removed from the buffer.
*/
function addToBuffer(id:String, scope:Object, func:Function, args:Array, delay:Number, total:Number, fireOnNext:Boolean):Void {
removeFromBuffer(id);
var timer:Number;
total = (fireOnNext === true ? total + 1 : total);
timer = (fireOnNext === true ? 1 : delay);
__functionBuffer.lib.push({id:id,scope:scope,func:func,args:args,delay:delay,total:total,timer:timer});
__functionBuffer.onEnterFrame = rewire(this, walkFunctionBuffer);
};
/**
* Removes a function from the functionBuffer.
*
* @param - id - The ID of the function to remove.
*/
private function removeFromBuffer(id:String):Void {
var i:Number = 0;
while(i < __functionBuffer.lib.length) {
if(__functionBuffer.lib[i].id == id) {
__functionBuffer.lib.splice(i, 1);
break;
}
i ++;
}
};
/**
* Clears all functions from the functionBuffer.
*/
function clearBuffer():Void {
__functionBuffer.lib = [];
delete __functionBuffer.onEnterFrame;
};
/**
* Walks through the functionBuffer and does what it needs to do.
*/
function walkFunctionBuffer():Void {
var i:Number = 0;
while(i < __functionBuffer.lib.length) {
__functionBuffer.lib[i].timer --;
if(__functionBuffer.lib[i].timer == 0) {
__functionBuffer.lib[i].func.apply(__functionBuffer.lib[i].scope, __functionBuffer.lib[i].args);
__functionBuffer.lib[i].total --;
if(__functionBuffer.lib[i].total == 0) {
__functionBuffer.lib.splice(i, 1);
} else {
__functionBuffer.lib[i].timer = __functionBuffer.lib[i].delay;
}
}
i ++;
}
if(__functionBuffer.lib.length == 0) {
__functionBuffer.lib = [];
delete __functionBuffer.onEnterFrame;
}
};
Example Usage
ActionScript Code:
this.createEmptyMovieClip("__functionBuffer", this.getNextHighestDepth());
//
function testFunctionA(argA:String, argB:Number):Void {
trace("testFunctionA -> " + arguments);
};
var id:String = "myID";
var scope:Object = this;
var func:Function = testFunctionA;
var args:Array = ["abc", 123];
var frameDelay:Number = 10;
var total:Number = 2;
addToBuffer(id, scope, func, args, frameDelay, total);
//
function testFunctionB():Void {
trace("testFunctionB");
};
var id:String = "mySecondID";
var scope:Object = this;
var func:Function = testFunctionB;
var args:Array = null;
var frameDelay:Number = 15;
var total:Number = 1;
addToBuffer(id, scope, func, args, frameDelay, total);
Slideshow Control - How Delay Frame Or Jump To The Correct One? (with Atachment)
Hi!
I have a slideshow (as the one in the image), in wich I need to control trough 4 buttons: "back", "pause", "play", and "forward".
The problem is that I need a delay in each frame (and I do not know script for that) or, as it is in image, give 50 frames long for each image to appear.
How can I control with the "back" and "forward" buttons the slideshow, so that, when I click them, the animation jump to the respective frame?
If theres a simple way trough scripting, that permits me to keep 1 frame for each image, and introduce delay on it, please, I'm all ears.
Thanks for the time
Slideshow Control - How Delay Frame Or Jump To The Correct One? (with Atachment)
Hi!
I have a slideshow (as the one in the image), in wich I need to control trough 4 buttons: "back", "pause", "play", and "forward".
The problem is that I need a delay in each frame (and I do not know script for that) or, as it is in image, give 50 frames long for each image to appear.
How can I control with the "back" and "forward" buttons the slideshow, so that, when I click them, the animation jump to the respective frame?
If theres a simple way trough scripting, that permits me to keep 1 frame for each image, and introduce delay on it, please, I'm all ears.
Thanks for the time
Delay: Need Escapable Time Delay Actionscript2.0 Function (Flash8Pro)...
Hi,
I am brand new to Flash® 8 Professional. I have many year experiece as a Visual C++ programmer, but am having some troubles learning to code in Actionscript2.0...
I wish to have an Actionscript2.0 function that does the following:
Delay for x milliseconds, but if user clicks mouse in Flash document then delay is immediately over.
Can someone with experience give me some hints on how to code this in Actionscript2.0? I am using Flash® 8 Professional.
Thanks in advance!
P.S. - Working on a Flash® Tetris® game called "TetriCrisis100%™".
JeZ+Lee
Silent Hero Productions®
How To Delay The Start Of External Swf(start From Say 10th Frame)
I am using the following code to load an external swf.Now I need to start the playing of the swf movie not from frame 1 but from say 10th frame.
Please help
Code:
var myMcl:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();
myListener.onLoadProgress = function(target_mc:MovieClip, loadedBytes, totalBytes) {
//swfToLoad._visible = false;
loadedPercent = Math.floor((loadedBytes/totalBytes)*100);
_root.bar_mc._xscale = loadedPercent;
//trace(bar_mc._xscale);
c.text = loadedPercent+"%";
//trace(loadAnim.percLoaded.text);
spacer.loadMovie("images/loadingss.jpg");
};
myListener.onLoadComplete = function(targetMC:MovieClip) {
swfToLoad._visible = true;
loadAnim._visible = false;
//swfToLoad._width=367;
//swfToLoad._height=255;
}
myMcl.addListener(myListener);
myMcl.loadClip("Jason_500.swf",swfToLoad);
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