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<0> sure <0> setInterval <1> mm <2> setInterval(100); <1> well your fonts probably arent embedded? <2> waits 100 ms? <2> 100s <3> i just tried using the instance._visible property but it didn't help, it doesn't fade, it just cuts right in when it's supposed to <0> setInterval(10000, function() { play(); }; stop(); <1> did you use static textfields, without device font selected? <1> cuz device fonts have no alpha ability <2> oooog <3> i have two screenshots to show you my timeline and the way i've set things up. again, everything displays properly when i press enter, it's only when i compile or ctrl-enter that it's messed. <1> so i'd have to lean towards that bein the prob <1> ya <1> setTimeout(func,ms);
<1> or <1> setTimeout(target,"funcname",ms); <1> additionally, you could add ,arg,arg,arg after ms <3> http://204.11.55.102/screen1.jpg <3> http://204.11.55.102/screen2.jpg <3> shiz, if i knew what that means i'd tell you yes or no <3> lol <3> i think they may be dynamic <0> actually, you have to kill the interval too, so shiznit'z solution would be cleaner <2> h <1> one way uses reference to function, other way uses a scope (target object) and the string name of function to call <4> why not just do setTimeout(Delegate.create(func, scope, arg, arg...), time) <4> :D <2> setTimeout(close_preview.onMouseDown,10000); <2> like that? <1> why not just do function.apply? <1> why even involve delegate? <1> :/ <1> if you really wanna get down on it <1> lol <4> cause i like delegate <2> or do i declare the function in settimeout() <1> you could <2> is there an easier way? <2> less messy* <1> do see the diff between supplying obj target and not - try trace(this) within your function call <1> to* <2> you mean within my mousedown function? <0> i wish to god my second monitor would get here <2> setTimeout("close_preview.onMouseDown",10000); thats not working hehe <0> working on a single display is killing me <2> do you have two mice too? <1> example = function() { trace(this); for(var i in arguments) { trace("\t"i+" = "+arguments[i]); } }; setTimeout(example,500); setTimeout(this,example,500); setTimeout(example,1500,"a",2,"b",4,"c"); setTimeout(this,example,2000,"a",2,"b",4,"c"); <1> oop <1> example = function() { trace(this); for(var i in arguments) { trace("\t"i+" = "+arguments[i]); } }; setTimeout(example,500); setTimeout(this,"example",500); setTimeout(example,1500,"a",2,"b",4,"c"); setTimeout(this,"example",2000,"a",2,"b",4,"c"); <5> [17:02] <okuoz> is it you here? cams2006.com <5> [17:18] <5> no it's not me here <5> :s <5> lol <1> seems there's a + missing next to "\t" :) heh <2> i see <2> wow <2> hmm <2> shiznit <2> im just getting a bunch of _level0.close_preview <2> _level0.close_preview <2> what ive noticed is that doing setTimeout(close_preview.onMouseDown,500); doesnt work at all <2> or 500 being any number <2> 1000000000 <2> i can still click really fast and have the whole thing tween like crazy <1> um sure <1> i dont understand problem though <2> ive done it inside, outside, before, after, func declaration <4> sounds hot <1> wuts not being accomplished? <1> lol <1> vs what is? :P <4> doing it inside and outside <2> sorry remember the program we were working on before <2> the tweening <4> before and after! time mage!
<1> nope - you ya... me no :D <1> heheh <1> sorta <2> well u helped me out hehe <2> basically <1> twas a box moving yup <2> ive changed it for my menu <2> and i want the box to move LEFT once then when clicked RIGHT once, and so on, ive accomplished that <2> but when you click mid animation <2> the original position of the box is offset <2> depending when you clicked <1> can ya post me the tween cl*** url so i can check something? <1> :) <2> http://www.adobe.com/devnet/flash/articles/tweening_05.html <2> would that have something to do with tween? <2> theres no wait() function <2> ? <1> check for .isPlaying <2> this.isPlaying <2> right <2> or close_preview.isPlaying <1> if you look at C:\Program Files (x86)\Macromedia\Flash 8\en\First Run\Cl***es\mx\transitions ... relative to your file struct, youcan review public vars there <1> tween's kinda undocumented (and methods) <2> well <2> would it be close_preview.isPlaying? <2> or rather !close_preview.isPlaying <1> i'm not sure of what the behavior is even regarding <1> i have no clue what your scenario is <1> i just know you're doiin somethin with tween <1> :P <1> when i get esp i'll let ya know otherwise you'll hafta explain actual intentions regardless of anything existing vs current attemps/failures etc ... know what i mean? :) <1> for all i know your whole approach is out and we're beating a dead horse :P <2> hehe <1> like i have no idea why you'd be callin a setimeout for an event <1> its an event <1> ... <1> o_O <1> dun get it <4> haha <4> yeh <2> check out my pm <4> well <4> if you have an event <2> it lasts more than an instant <2> is the thing <4> and a certian time after the event occurs you want a,b,and c to happen <1> could but to call such onMouseDown ... erf <1> sounds hoaky :P <2> http://www.yousendit.com/transfer.php?action=download&ufid=811CCEF5632F3004 <2> thats the .fla with the problem very simple <2> but you can see the problem if you double click really fast <6> =_= <4> just disable the button once it's clicked once <4> untill the event is done <2> how do i do that <2> its a movie clip <4> mc.enabled = true <2> until that event is done you say <2> how will i know the event is done <4> depends on how you have it setup <6> Ok, i got a FLV playing with cuepoints triggering slide-show type stuff on the side. But thing is the user can rewind and having the cuepoints only trigger when it p***es it is not good enough, i need it to find the nearest previous cuepoint and trigger the actionscript from related to it. <6> Please help. <2> SmurfMX http://www.yousendit.com/transfer.php?action=download&ufid=811CCEF5632F3004 <2> its like a 1kb .fla <2> here <2> ill put up AS <4> cept for pr0n <4> or dnb sets <2> http://pastebin.com/724065 <2> thats just the AS <4> onMouse down is global <4> why not just do an onpress/release <2> what would be the difference?
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